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	<updated>2026-04-15T01:36:04Z</updated>
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		<id>http://wiki.skyrat13.space/index.php?title=Misc_Roleplaying_Policy&amp;diff=14279</id>
		<title>Misc Roleplaying Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Misc_Roleplaying_Policy&amp;diff=14279"/>
		<updated>2023-12-19T01:07:14Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: /* Basic ERP Courtesy Guidelines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=OOC ERP Courtesy Policy=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skyrat is a sex positive server, and while erotic roleplay (ERP) is not the main focus of the server, sexual content is present and should be expected to be seen at some point. That being said, roleplay is the focus of our server, that does encompass interactions that are erotic in nature. ERP will happen, and these rules are in place to protect you, and other players who may participate. Even if you do not ERP, it is important to know these rules as they will protect you from punishment if you follow them. A golden rule when coming across ERP is to ahelp if you&#039;re not sure what to do with them, as staff are more than willing to assist in situations to make sure that you or other&#039;s privacy is maintained and respected. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Even if you are not interested in ERP, there are protections in here that you must follow in regards to other player&#039;s as well as your privacy and comfort. Not knowing these rules is not a defense from them and violations will be dealt with harshly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Public and Private Definitions==&lt;br /&gt;
===Private Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is not trafficked by the public for use and is out of the way. This can be a maintenance room, dorms, or a private office.&lt;br /&gt;
&lt;br /&gt;
===Public Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is high traffic and frequented by the crew for nominal operations. This includes halls, department lobbies and most rooms in the department. There are some exceptions to this, such as a room made into a semi-private area, e.g. the bar using curtains or other methods to block direct vision.&lt;br /&gt;
&lt;br /&gt;
===Semi-Private Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is not high traffic, but there is no guarantee of privacy. This can be the aforementioned bar area, or areas of a department that are not typically used. &lt;br /&gt;
&lt;br /&gt;
==Basic ERP Courtesy Guidelines==&lt;br /&gt;
===Anti-Grief Protection Rules===&lt;br /&gt;
&#039;&#039;&#039;0.&#039;&#039;&#039;  &#039;&#039;&#039;Respect people&#039;s prefs.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* OOC prefs are absolutes, if it says ask, you should ask, if it says no, it means &#039;&#039;&#039;&amp;lt;u&amp;gt;No.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* This expands to include people you expose by second hand, that means in no uncertain terms, you shouldn&#039;t be proudly talking about how bad you want to dick someone down over the radio, unless you know everyone on that channel has consented.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Don’t be a dick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not be toxic to others. Be respectful.&lt;br /&gt;
&lt;br /&gt;
* Do not grief players who are ERPing. Do not grief players about their ERP in IC or OOC channels.&lt;br /&gt;
* Repeat violations of this policy will be categorized as bad faith actions, and bans taken against this can result in no appeal permabans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Don’t make drama out of ERP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not ERP Bait, or use ERP to bait a player into a situation with the intention to trick them.&lt;br /&gt;
* Do not ERP as someone else’s character without their consent. This includes any intimate interactions such as kissing/groping.&lt;br /&gt;
* Calling security on players who are ERPing will be considered making drama. Ahelp instead if they are being disruptive and refuse to cooperate. &lt;br /&gt;
* Keep extreme kink activities out of public view (Noncon, hyper, bloodplay, gore, etc.)&lt;br /&gt;
* Do not levy accusations of sexual assault or non-consensual against other players over public channels of any kind (this includes PDA messages as they are viewable by all ghosts).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; &#039;&#039;&#039;Do not call out ERP over any sort of IC or OOC channels.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not call security for players who are ERPing, this also goes for department radio channels and command channels.&lt;br /&gt;
* If command staff is urgently needed, ask them to do their job. Do not do this in bad faith. Do not interrupt if they do not comply, instead make an admin-help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.&#039;&#039;&#039; &#039;&#039;&#039;You must have OOC consent from the erping parties to interrupt ERP in a private area.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If they are in a enclosed room, use LOOC Wallpierce.&lt;br /&gt;
* If you absolutely need to go into that room for some reason and cannot get permission, ahelp first. &lt;br /&gt;
* If people are publicly ERPing, you may ask them to stop or go somewhere else in LOOC, if they do not cooperate, ahelp.&lt;br /&gt;
* &#039;&#039;If you are reading this and applying to the server, please type BANANA EGG, in the chat after you create your ticket to confirm you&#039;ve read this document.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.&#039;&#039;&#039; &#039;&#039;&#039;Non Consensual ERP Can only be with LOOC consenting parties.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Non Con must be kept to subtler.&lt;br /&gt;
* Do not broadcast or draw attention to said actions. &lt;br /&gt;
* Implications of non-consensual against parties without prior consent is not allowed.&lt;br /&gt;
* Do not create a public scene out of it.&lt;br /&gt;
* If the other player repeals their consent or says they would wish to discontinue the RP, disengage immediately. &lt;br /&gt;
* &#039;&#039;&#039;Violations of this rule will be dealt with harshly.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==Public Nudity Policy==&lt;br /&gt;
&lt;br /&gt;
Public nudity is allowed on this server. Public nudity is defined as when you are in public with genitalia (or otherwise would have genitalia exposed). Keep in mind the following rules. Note that using public nudity in a way to grief other players is not tolerated, however, the opposite is also enforced. Please do not grief any player who is engaging in public nudity, if they are being unreasonable, please ahelp and a staff will assist. When it comes to public nudity, please remember the following things.&lt;br /&gt;
&lt;br /&gt;
* Be considerate, don’t be sexual with it. &lt;br /&gt;
* Unless done intentionally for drama, it is an IC issue.&lt;br /&gt;
* Players who are ERPing, and players participating in public nudity, are not considered the same, or are to be equated as the same thing. Breaking up ERP is still subject to the listed rules, and is not valid to be broken up through calling for Security. Only public nudity is to be considered a Regulations issue; follow the rules for two players being intimate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
= ERP Adjacent Things =&lt;br /&gt;
On this server, you will come across a multitude of things that while not directly ERP themselves, can carry the insinuation of it. While you can be exposed to these items, the importance is on how they are used.Steps should be taken minimize non-consenting people&#039;s exposure to this. Even with these steps, you should accept that you will stumble upon things that are erotic in nature. The following should only be given to consenting parties;&lt;br /&gt;
&lt;br /&gt;
Aphrodesiacs and Cum&lt;br /&gt;
&lt;br /&gt;
ERP Related Chems&lt;br /&gt;
&lt;br /&gt;
Lustwish Vendor Items&lt;br /&gt;
|}&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Ghost_Role_policy&amp;diff=14264</id>
		<title>Ghost Role policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Ghost_Role_policy&amp;diff=14264"/>
		<updated>2023-12-08T00:26:02Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: /* important table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Important Information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!See the google doc for the color coding, the wiki doesn&#039;t support it currently: https://docs.google.com/document/d/1pWibot5F71tUlGOcTR6hJQAZtOXgMOO7q0PB47y-qjM/edit?usp=sharing&lt;br /&gt;
Soft-purple is interdyne&lt;br /&gt;
Red are syndicate ghost-roles&lt;br /&gt;
&lt;br /&gt;
Blue is info for the station-crew (Interacting with ghost roles)&lt;br /&gt;
&lt;br /&gt;
Tan is for Cargodise Lost (the supply shuttle in space)&lt;br /&gt;
&lt;br /&gt;
Neon-Purple is for Golems&lt;br /&gt;
&lt;br /&gt;
Orange is Charlie Station/Port Tarkon&lt;br /&gt;
&lt;br /&gt;
Green is ashwalkers&lt;br /&gt;
&lt;br /&gt;
=== OOC: ===&lt;br /&gt;
For a general rule, don’t rob/destroy/invade empty ghost-roles: This only applies for the first hour.&lt;br /&gt;
&lt;br /&gt;
No double-dipping characters between any of the following, without having them approved as a &#039;double agent.&#039;  &lt;br /&gt;
&lt;br /&gt;
- DS2 | Interdyne | Station. - &lt;br /&gt;
&lt;br /&gt;
No ashwalker chars on the station/syndicate/Interdyne unless you intend to play them as incapable of returning to being a ‘tribal’.&lt;br /&gt;
&lt;br /&gt;
Ghost roles can only research if the total research points are above 30k.&lt;br /&gt;
&lt;br /&gt;
Unless specified otherwise, You should avoid leaving your ghostrole and going ‘back’ to the main station.&lt;br /&gt;
&lt;br /&gt;
(And if you do, you should not interfere with antags/midrounds)&lt;br /&gt;
&lt;br /&gt;
For Antags, you are not to run to Interdyne/DS2 to hide, even if you’ve seen them in-round; without explicit admin permission.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== OOC: Company Locations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Interdyne&lt;br /&gt;
!DS2&lt;br /&gt;
|-&lt;br /&gt;
|Interdyne (obviously)&lt;br /&gt;
|Donk&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Waffle&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|MI13&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Tiger Coop&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Self&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|ARC&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Gorlex&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Cybersun&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Interdyne Pharmaceuticals=&lt;br /&gt;
&amp;lt;big&amp;gt;(Station side antags are not to go looking for Interdyne, and those roles are encouraged to treat them as any other station crew.)&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;The unhappy middleman between the NT, and the Syndies, with either side accusing them of being with the other.&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Currently, Interdyne’s standing goal, and reason for presence on Lavaland is to provide items, and services to those whom request it, for a ‘modest’ fee, without asking for reasons, or authorization. Using their cover as a pharmaceutical company to dissuade Nanotrasen, or the Syndicate from any acts of direct opposition, while they play both sides for their own long-term benefit.&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;This however, does not mean that they aren’t taking actions of their own to inconvenience and otherwise discourage Nanotrasen, or the Syndies from trying to push them off their ‘claims.’&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;(For Interdyne players, this roughly translates into using your role to provide ‘illicit goods’, or services the station might be trying to clamp down on. Ala, you are a ‘soft-antag’, in that you shouldn’t be trying to directly damage or harm the station/DS2, only providing the means for others to do so)&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==OOC - Important Rules==&lt;br /&gt;
&amp;lt;big&amp;gt;What you can do:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Go to the station (use the public mining shuttle or elsewise, jetpack to the station from ds2 until you have a shuttle)&lt;br /&gt;
* Trade&lt;br /&gt;
* Visit other lavaland roles&lt;br /&gt;
* Visit other space-roles if you end up there&lt;br /&gt;
* Build in, and around the base&lt;br /&gt;
* Produce anything you can think to sell, and have the means to make&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;What you cannot do:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Act like an antag&lt;br /&gt;
* Start fights with ghostroles for the sake of killing them&lt;br /&gt;
* Speedrun megafauna&lt;br /&gt;
* Attack the mining base (without opfor)&lt;br /&gt;
* Permanently imprison people (without ooc consent)&lt;br /&gt;
* Don&#039;t head off to explore space, you should keep yourself to Lavaland, DS2, or the NT station.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&amp;lt;big&amp;gt;About OPFORS:&amp;lt;/big&amp;gt;&lt;br /&gt;
Interdyne can opfor regularly, however, you will be expected to ‘keep it sane,’ that is, respect the fact you have essentially an entire station to prep on without limit, and under-prepare yourself so you aren’t a lone-op every-single-time you opfor (unless that is blatantly permitted), and else wise, keep it to two people or less on the opposition side of the opfor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== IC - Lavaland Rules of Engagement: ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!It’s in the best interest of all parties to avoid all-out combat, especially with the Sol Federation on such short notice, and with no parties being an official ‘government entity’, just about anything above detaining could trigger an investigation, and worse yet, the seizure of lavaland.&lt;br /&gt;
Interdyne should favor the non-lethal approach, preferably under the guise of another corporation (Syndicate, Nanotrasen),&lt;br /&gt;
&lt;br /&gt;
The above applies to stationcrew, but in reverse, you can /try/ to rob or otherwise ‘loot’ an Interdyne operative, but it shouldn’t be done constantly, or lethally to avoid an all-out war with them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interdyne Mining/Research Operations (Lavabase) COC: ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Deck Officer: Full Management Authority&lt;br /&gt;
Scientists+Miners: Under both of their command, in respective order.&lt;br /&gt;
&lt;br /&gt;
Rules of the house:&lt;br /&gt;
&lt;br /&gt;
1. Defend the base, and maintain a layer of secrecy.&lt;br /&gt;
&lt;br /&gt;
2. Do not allow outsiders to know the outpost’s purpose, Maintain a consistent story of In-department medical research, and arms production.&lt;br /&gt;
&lt;br /&gt;
3. Supply materials and general research to the in-company research wing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interdyne Additional Info (OOC/IC): ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Interdyne-NT Relations&lt;br /&gt;
Interdyne (Public Facing) and NT are not in declared hostilities, and as such, the cover of typical research should be maintained.&lt;br /&gt;
&lt;br /&gt;
=== Interdyne-Syndicate Relations ===&lt;br /&gt;
Currently, Interdyne is an uneasy middleman between NT and the Syndicate, working to their own benefit, and trying to avoid direct conflicts wherever possible They may sell the bullets, but they also sell the medicine.&lt;br /&gt;
&lt;br /&gt;
=== IC/(OOC) - Modus Operandi: ===&lt;br /&gt;
Elsewise under the deck officer’s supervision (who needs admin permission in the form of an approved OPFOR application), use your various assets to gather not only funding, but ‘needed goods’ from nearby facilities, while attempting to keep a neutral guise. Should any ‘incidents’ occur; return to the base and message corporate for support.&lt;br /&gt;
&lt;br /&gt;
OOC - Deck Officer:&lt;br /&gt;
&lt;br /&gt;
Get admin approval (in the form of an approved OPFOR application) before running any NT/Syndicate-interfering operations; be as clear as possible with your goal, the level of force you’re sending in, and the intended steps to complete it in the OPFOR.&lt;br /&gt;
&lt;br /&gt;
(In lieu of a deck officer, follow the CoC for who can lead operations, but no matter who, they MUST OPFOR beforehand.)&lt;br /&gt;
&lt;br /&gt;
Examples of ‘operations’,&lt;br /&gt;
&lt;br /&gt;
Sabotaging the mining base’s power to delay them getting back and forth from the station.&lt;br /&gt;
&lt;br /&gt;
Building bridges to let Nanotrasen’s gulag/icebox prisoners escape into the main base. &lt;br /&gt;
&lt;br /&gt;
Stealing from DS2 and framing it on space explorers, &lt;br /&gt;
&lt;br /&gt;
Should a situation arise in which you must take immediate action against local NT/Syndicate Personnel, You must take the utmost care to portray the event as self defense, or a rogue entity.&lt;br /&gt;
&lt;br /&gt;
(For station crew, you must have the HoS/Captain message Central Command for permission to engage in open hostilities against Interdyne. Interdyne’s presence is not common knowledge, and those who know of it know it as only a medical research facility)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==DeepSpace2==&lt;br /&gt;
&#039;&#039;&#039;(spacebase)&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!(Station side antags are not to go looking for Interdyne/The Syndicate, and those roles are encouraged to treat them as anyone else trying to enter the base) &lt;br /&gt;
&lt;br /&gt;
==== (Station crew should have &#039;&#039;&#039;&amp;lt;u&amp;gt;&#039;&#039;no idea DS2 exists&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039;&#039;, or what it is if encountered.) ====&lt;br /&gt;
(For station crew, OPFOR before breaking into DS2 to announce intent, so staff can be sure you aren’t just raiding an empty base 5m into a round)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain of Command===&lt;br /&gt;
*&#039;&#039;&#039;Admiral:&#039;&#039;&#039; Full Management Authority&lt;br /&gt;
*&#039;&#039;&#039;Master at Arms:&#039;&#039;&#039; Full Brig Authority&lt;br /&gt;
*&#039;&#039;&#039;Security Operatives:&#039;&#039;&#039; Under Admiral and MAA’s command&lt;br /&gt;
*&#039;&#039;&#039;Medical Operatives, Service Members and Engineers:&#039;&#039;&#039; Under Admiral’s command&lt;br /&gt;
*&#039;&#039;&#039;Standard Operatives:&#039;&#039;&#039; Under anyone’s command&lt;br /&gt;
&lt;br /&gt;
== OOC - DS2 Important Rules: ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!You must stay on your station, or elsewise it’s Z-level, the only exception is going to the interdyne /base./&lt;br /&gt;
You cannot accompany Interdyne to the station, without express admin approval.&lt;br /&gt;
&lt;br /&gt;
The Admiral / MAA cannot leave the station itself, unless it&#039;s specifically to visit interdyne.&lt;br /&gt;
&lt;br /&gt;
About OPFORs: &lt;br /&gt;
&lt;br /&gt;
When it comes to DS2, it’s very-hard, because they have a metric ton of people, and access to an /absurd/ amount of gear, like, ridiculous tier, so for the most part, opfors from them will be under /heavy/ scrutiny, and absolutely cannot be done by the admiral, or the MAA, personally, for the simple fact they’d be way to strong on station, even without opfor items.&lt;br /&gt;
&lt;br /&gt;
This extends, to them giving away their equipment, or, to put it plainly, do not give people your elite suit or elsewise to go to the station with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
COMMS AGENT : Follows standard DS2 rules&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== OOC - For the Admiral: ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!You can OPFOR for permission for minor sabotage operations, but nothing to the extent of normal traitor actions. This is not guaranteed to be accepted, and likely never will be.&lt;br /&gt;
(Think, invading a whiteship and leaving the crew behind on the NT station, or sabotaging the mining base in preparation for an upcoming station-raid)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== IC - Operation Procedures: ===&lt;br /&gt;
&lt;br /&gt;
* 1. Defend the base, maintain its integrity.&lt;br /&gt;
* 2. Passively siphon research from the local NT base, keep tabs on them. &lt;br /&gt;
* 3. Patrol local space, maintain a security perimeter.&lt;br /&gt;
* 4. Act as an emergency fall-back for your ‘allies’ at interdyne, should the worst happen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For station crew:&#039;&#039;&#039; OPFOR before breaking into DS2 to announce intent, so staff can be sure you aren’t just raiding an empty base 5m into a round&lt;br /&gt;
&lt;br /&gt;
=== IC - Code of Conduct: ===&lt;br /&gt;
&lt;br /&gt;
* &#039;Do not intentionally harm a fellow agent&#039; &lt;br /&gt;
* &#039;Do not betray your fellow agents&#039; &lt;br /&gt;
* &#039;Do not allow yourself, or your fellow agents to be captured, or killed, to the best of your abilities.&#039; &lt;br /&gt;
&lt;br /&gt;
=== OOC - Rules (Elsewise, inter-DS2 resolvers) ===&lt;br /&gt;
&lt;br /&gt;
* For the most part, as the admiral, MMA, or the &#039;security officers,&#039; you should be acting within command, or elsewise, equivalent security policy, that means, infact, do not shoot people because you have a disagreement about something, and that you have to follow standard execution protocol, with the MMA standing in for the &#039;HOS&#039; in security/command policy, and the admiral elsewise standing in for &#039;Captain.&#039;&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;What you can do:&#039;&#039;&#039; ======&lt;br /&gt;
* question nearby spacetiders/other-ghost-roles.&lt;br /&gt;
* clear nearby ruins (same z-level).&lt;br /&gt;
* fortify the space-base.&lt;br /&gt;
* patrol local space.&lt;br /&gt;
* expand the base.&lt;br /&gt;
*Kidnap people with explicit OOC consent (via LOOC).&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;What you cannot do:&#039;&#039;&#039; ======&lt;br /&gt;
* Jetpack off into space and tide it yourself (outside z level)&lt;br /&gt;
* Attack/go to the station without opfor.&lt;br /&gt;
* Kidnap people for the sake of kidnapping them.&lt;br /&gt;
* Attack people for simply being near the base.&lt;br /&gt;
* Rob people for the sake of robbing them.&lt;br /&gt;
&lt;br /&gt;
=Cargodise Lost=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!(Unaffiliated Cargo Shuttle)&lt;br /&gt;
CoC:&lt;br /&gt;
&lt;br /&gt;
Freighter Chief: Absolute say.&lt;br /&gt;
&lt;br /&gt;
Freighter crewman/Excavator: Below the FC, he’s your boss, you don’t get paid if you piss off your boss, do you?&lt;br /&gt;
&lt;br /&gt;
Guidelines:&lt;br /&gt;
&lt;br /&gt;
1. Sell your stock, don’t use everything on yourself, you’re present to make you, and your fellow crewman money.&lt;br /&gt;
&lt;br /&gt;
2. If a crate is labeled for a specific person/’faction’, try your best to deliver it, though, this is up to your ‘QMs’ discretion. &lt;br /&gt;
&lt;br /&gt;
3. Do not abandon the ship, barring total loss of all other crewmembers, it’s your livelihood, and your (temporary?) home.&lt;br /&gt;
&lt;br /&gt;
For station crew: Don’t raid the ship wordlessly, don’t go directly to the cargo bay, try to engage with the freighter crew, and or barter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Golems=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Don’t raid the station, stay to lavaland if you can (OPFOR to leave it)&lt;br /&gt;
Don’t sell your omnilathe boards, giving away the creator&#039;s gift is damaging to his reputation.&lt;br /&gt;
&lt;br /&gt;
Remember, to always tell golems who have just awoken, “Go do whatever.”&lt;br /&gt;
&lt;br /&gt;
For station crew: Avoid raiding the golem ship, and do not purchase the omnilathe board, yes we’re aware you can buy it, that does not mean it’s allowed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Charlie Station/Port Tarkon(?)=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!You’ve woken up a late, to your station in shambles, work to repair it, and figure out what happened.&lt;br /&gt;
Do not abandon the base without due cause, you can, however, head to the station for trade. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For station crew: You can freely interact with Tarkon, try to avoid instantly taking them back to the station.&lt;br /&gt;
&lt;br /&gt;
For Syndicate roles: They are unaware of the Syndicate’s existence and their current standing with NT. Refrain from looting Charlie or engaging in hostilities. Try to avoid adopting them as discount Syndicate crew&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Ashwalkers=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!OPFOR is required for acts of major retaliation (storming the mining base, sacrificing miners to the tendril, storming the syndie base, etc.)&lt;br /&gt;
Tribals, and worshippers of the necropolis which grants them theoretical immortality, with the catch they have to provide as much as they take.&lt;br /&gt;
&lt;br /&gt;
You are under no obligation to guard the other tendrils or the ‘megafauna’, as they offer gifts to those who slay them, indicating the necropolis’ will.&lt;br /&gt;
&lt;br /&gt;
Though, you are still free to, if you are using it for resources. They are not by default holy sites to you. They are natural resources, so you may treat them as such.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
(This is not a pass to grief the mining base, or the other ghostroles for daring to kill a fauna at any point)&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Ashwalkers should have no capability on their own to go to the station, as they should have no idea how a mining shuttle or how its console works. They must either be invited or captured by the crew and so forth.&lt;br /&gt;
&lt;br /&gt;
For Syndicate roles: Opfor before involving the ashwalkers in any conflict, be it against the station, or elsewise, naturally this implies player-versus-player combat.&lt;br /&gt;
&lt;br /&gt;
For the station crew: Same as always, don’t raid the camp when it’s empty/clearly uninhabited, Don’t start needless conflict with the ashwalkers, and don’t break the (camp)tendril without good reason (Large scale attacks on the mining base, repeated killings of miners). Don’t use a single ashwalker attacking you as justification to wipe the entire ghost-role. Your character is not a homicidal maniac, and you will never be given permission to pretend to be one unless you are an antagonist.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Icewalkers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;Icewalkers&#039;, or hearthkin; and the &#039;local populace&#039; of the ice-moon the crew occasionally finds themselves upon. &lt;br /&gt;
A culture of Norse pagan genemodded humans, the Hearthkin have been living in nearly every corner of the ice moon (or Niflheim to them,) for three hundred years. &lt;br /&gt;
Developing from the original culture of their Ancestors, these beastfolk combine their own god-gifted lethality with more advanced tech than Ashwalkers; all with the aim of doing legendary deeds and seeking glorious hunts. &lt;br /&gt;
Currently, the Hearthkin live in uneasy tension with their nearby human-and-otherwise neighbors. Keep your village and your Kin safe, but bringing death on their heads from being reckless with the outsiders will not have the Gods be so kind.&lt;br /&gt;
While you are able to defend your camp, your nature as a role is a primarily neutral one. That means three things:&lt;br /&gt;
&lt;br /&gt;
* You aren&#039;t meant to proactively start fights with players entirely off abstract reasons like future harm to the land around the Hearth it has to be concrete harm to the Hearth as outlined below. &lt;br /&gt;
* While you&#039;re absolutely allowed to defend your camp, you&#039;re expected to roleplay in the process - please refrain from just giving people a *growl emote and giving them an instant ultimatum (and instantly flicking CI when they don&#039;t comply.) &lt;br /&gt;
* If outsiders come around the Hearth, establish what they&#039;re there for and offer them the opportunity to roleplay first, even if it ends up being hostile later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remember that you are not any form of antag, or antagonistic force. &lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== &#039;Defending The Hearth:&#039; ===&lt;br /&gt;
If it&#039;s being attacked, being bombed, or elsewise, actively harmed or invaded. &lt;br /&gt;
&lt;br /&gt;
If miners are setting off gibtonite around the camp, go for it, this does not require an OPFOR. However, if you want to pull a raid on the mining base for previously mentioned &#039;abstract harm,&#039; please fill one and wait for staff&#039;s go. &lt;br /&gt;
&lt;br /&gt;
People standing outside the Hearth does not constitute it being attacked, until they begin attacking it/stealing from it/etc. &lt;br /&gt;
&lt;br /&gt;
Please work with the involved characters ICly to roleplay these encounters out, as you do come with both the ability to emote and two languages (Uncommon and Siik&#039;tajr) that stationers can get as well.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== &#039;Lore Expectations&#039; ===&lt;br /&gt;
&lt;br /&gt;
* Hearthkin names follow a specific structure. A birth name and optionally, a title - Their birth names still hold resemblance to &#039;Asgardian&#039; culture, typically a Nordic name such as &#039;Solveig Helgasdottir,&#039; or &#039;Bjorn Lukasson,&#039; though names from other far northern cultures such as Inuit cultures or Sámi are okay. If &#039;Unproven&#039; or otherwise, your Hearthkin may not have a title, but titles a two-parter, based on either great deeds, embarrassing moments, or aspects of the person&#039;s personality. &lt;br /&gt;
* Some examples would be &#039;Soul-Drowner&#039; after the night of a Hearthkin drinking herself half-dead, or one might be known as &#039;Glacier-Shaped&#039; for being abnormally large. It can be a good opportunity to have one given to you IC, though you may start with one. &lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Hearthkin are gene-modded humans - what this means is they have human characteristics. &lt;br /&gt;
* This could range from a feline Hearthkin with fur everywhere except their face, or a reindeer Hearthkin with just furred legs, hooves, and antlers, up to a bear one with a body covered in fur but a human face underneath it all. &lt;br /&gt;
* This does not only mean cats, but can include any arctic or antarctic creature, this can go all the way up to functionally a wolf with plantigrade legs and human-style-hands.&lt;br /&gt;
-&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== &#039;Special Circumstances&#039; ===&lt;br /&gt;
&lt;br /&gt;
* You are free to compete with the station for resources; or &#039;kills&#039;, however, you are not free without an OPFOR to go sabotaging the station, or connected facilities just because they&#039;re around, as stated above. &lt;br /&gt;
* As to station interaction, Hearthkin are established to trade with outsiders (hence their dual trade languages) and recognize that maintaining trading connections is beneficial to them due to the stationers having things they do not; though you are free and encouraged to roleplay being wary of advanced technology and strange items sold by them. However, you are not allowed to travel to level 1 (the uppermost layer of the map) without an OPFOR; trading posts can be constructed outside of public mining or outside of the mining wing, but it is not fair game to go up into the station. You are not crew, and the station is very much very uncomfortable for your people. &lt;br /&gt;
* Hearthkin are also aware that the station&#039;s medical facilities and capabilities far eclipse their own, and you are allowed to bring dead kin there in cases where *no other option is available*, but do your best to avoid causing trouble there, and to generally leave as fast as possible. &lt;br /&gt;
* Lastly, Hearthkin are allowed, but not expected, to try to assist the station with recovering their dead if they are in very difficult terrain or very hostile areas.&lt;br /&gt;
-&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== &#039;Third Parties&#039; ===&lt;br /&gt;
&lt;br /&gt;
* Antagonists should be avoiding any attempts to drag the icewalkers into conflict without it being part of their opfor, and the Hearthkin shouldn&#039;t immediately jump on any excuse offered by someone too either. &lt;br /&gt;
* For the station crew: Same with the ashwalkers, don’t raid the camp when it’s empty/clearly uninhabited, Additionally, even if you are Security, do not start needless conflict with the Hearthkin if it doesn&#039;t create roleplay opportunities, and don’t break the cave, hole, or tunnel, whatever they spawn in or it&#039;s equipment without good reason (large scale attacks on the mining base, repeated killings of miners). The same as Hearthkin are expected to give you opportunities to roleplay and cooperate, you are expected to give the same thing back. &lt;br /&gt;
* The interior of the Hearth is allowed to be treated as &#039;sacred ground&#039; by Hearthkin, and they are free to evict people from the interior at their leisure; but as with everything else, please roleplay these encounters out as much as physically possible. Lastly, Hearthkin are allowed to be cross with outsiders speaking Aettmal without the permission of whatever Hearthkin are speaking with them, though you are aware that outsiders might not know the weight of speaking in that language. You should roleplay out letting people know they shouldn&#039;t speak it, though you must follow escalation. Speaking it alone is not a reason to attack someone. &lt;br /&gt;
* Don’t use a single Hearthkin attacking you as justification to wipe the entire ghost-role. Do not use a single stationer attacking Hearthkin as justification for massive wars either.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Pod Person=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Pod Person:&lt;br /&gt;
You’re a plantman, grow stuff, sell it off for stuff you need, smoke weed.&lt;br /&gt;
&lt;br /&gt;
For the stationcrew: Don’t take the gatfruit, or the cherrybombs, and absolutely do not steal their tools, not even the combat gloves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
__INDEX__&lt;br /&gt;
__NEWSECTIONLINK__&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Misc_Roleplaying_Policy&amp;diff=14278</id>
		<title>Misc Roleplaying Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Misc_Roleplaying_Policy&amp;diff=14278"/>
		<updated>2023-11-29T06:26:13Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: /* Basic ERP Courtesy Guidelines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=OOC ERP Courtesy Policy=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skyrat is a sex positive server, and while erotic roleplay (ERP) is not the main focus of the server, sexual content is present and should be expected to be seen at some point. That being said, roleplay is the focus of our server, that does encompass interactions that are erotic in nature. ERP will happen, and these rules are in place to protect you, and other players who may participate. Even if you do not ERP, it is important to know these rules as they will protect you from punishment if you follow them. A golden rule when coming across ERP is to ahelp if you&#039;re not sure what to do with them, as staff are more than willing to assist in situations to make sure that you or other&#039;s privacy is maintained and respected. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Even if you are not interested in ERP, there are protections in here that you must follow in regards to other player&#039;s as well as your privacy and comfort. Not knowing these rules is not a defense from them and violations will be dealt with harshly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Public and Private Definitions==&lt;br /&gt;
===Private Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is not trafficked by the public for use and is out of the way. This can be a maintenance room, dorms, or a private office.&lt;br /&gt;
&lt;br /&gt;
===Public Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is high traffic and frequented by the crew for nominal operations. This includes halls, department lobbies and most rooms in the department. There are some exceptions to this, such as a room made into a semi-private area, e.g. the bar using curtains or other methods to block direct vision.&lt;br /&gt;
&lt;br /&gt;
===Semi-Private Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is not high traffic, but there is no guarantee of privacy. This can be the aforementioned bar area, or areas of a department that are not typically used. &lt;br /&gt;
&lt;br /&gt;
==Basic ERP Courtesy Guidelines==&lt;br /&gt;
===Anti-Grief Protection Rules===&lt;br /&gt;
&#039;&#039;&#039;0.&#039;&#039;&#039;  &#039;&#039;&#039;Respect people&#039;s prefs.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* OOC prefs are absolutes, if it says ask, you should ask, if it says no, it means &#039;&#039;&#039;&amp;lt;u&amp;gt;No.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* This expands to include people you expose by second hand, that means in no uncertain terms, you shouldn&#039;t be proudly talking about how bad you want to dick someone down over the radio, unless you know everyone on that channel has consented.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Don’t be a dick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not be toxic to others. Be respectful.&lt;br /&gt;
&lt;br /&gt;
* Do not grief players who are ERPing. Do not grief players about their ERP in IC or OOC channels.&lt;br /&gt;
* Repeat violations of this policy will be categorized as bad faith actions, and bans taken against this can result in no appeal permabans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Don’t make drama out of ERP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not ERP Bait, or use ERP to bait a player into a situation with the intention to trick them.&lt;br /&gt;
* Do not ERP as someone else’s character without their consent. This includes any intimate interactions such as kissing/groping.&lt;br /&gt;
* Calling security on players who are ERPing will be considered making drama. Ahelp instead if they are being disruptive and refuse to cooperate. &lt;br /&gt;
* Keep extreme kink activities out of public view (Noncon, hyper, bloodplay, gore, etc.)&lt;br /&gt;
* Do not levy accusations of sexual assault or non-consensual against other players over public channels of any kind (this includes PDA messages as they are viewable by all ghosts).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; &#039;&#039;&#039;Do not call out ERP over any sort of IC or OOC channels.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not call security for players who are ERPing, this also goes for department radio channels and command channels.&lt;br /&gt;
* If command staff is urgently needed, ask them to do their job. Do not do this in bad faith. Do not interrupt if they do not comply, instead make an admin-help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.&#039;&#039;&#039; &#039;&#039;&#039;You must have OOC consent from the erping parties to interrupt ERP in a private area.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If they are in a enclosed room, use LOOC Wallpierce.&lt;br /&gt;
* If you absolutely need to go into that room for some reason and cannot get permission, ahelp first. &lt;br /&gt;
* If people are publicly ERPing, you may ask them to stop or go somewhere else in LOOC, if they do not cooperate, ahelp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.&#039;&#039;&#039; &#039;&#039;&#039;Non Consensual ERP Can only be with LOOC consenting parties.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Non Con must be kept to subtler.&lt;br /&gt;
* Do not broadcast or draw attention to said actions. &lt;br /&gt;
* Implications of non-consensual against parties without prior consent is not allowed.&lt;br /&gt;
* Do not create a public scene out of it.&lt;br /&gt;
* If the other player repeals their consent or says they would wish to discontinue the RP, disengage immediately. &lt;br /&gt;
* &#039;&#039;&#039;Violations of this rule will be dealt with harshly.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==Public Nudity Policy==&lt;br /&gt;
&lt;br /&gt;
Public nudity is allowed on this server. Public nudity is defined as when you are in public with genitalia (or otherwise would have genitalia exposed). Keep in mind the following rules. Note that using public nudity in a way to grief other players is not tolerated, however, the opposite is also enforced. Please do not grief any player who is engaging in public nudity, if they are being unreasonable, please ahelp and a staff will assist. When it comes to public nudity, please remember the following things.&lt;br /&gt;
&lt;br /&gt;
* Be considerate, don’t be sexual with it. &lt;br /&gt;
* Unless done intentionally for drama, it is an IC issue.&lt;br /&gt;
* Players who are ERPing, and players participating in public nudity, are not considered the same, or are to be equated as the same thing. Breaking up ERP is still subject to the listed rules, and is not valid to be broken up through calling for Security. Only public nudity is to be considered a Regulations issue; follow the rules for two players being intimate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
= ERP Adjacent Things =&lt;br /&gt;
On this server, you will come across a multitude of things that while not directly ERP themselves, can carry the insinuation of it. While you can be exposed to these items, the importance is on how they are used.Steps should be taken minimize non-consenting people&#039;s exposure to this. Even with these steps, you should accept that you will stumble upon things that are erotic in nature. The following should only be given to consenting parties;&lt;br /&gt;
&lt;br /&gt;
Aphrodesiacs and Cum&lt;br /&gt;
&lt;br /&gt;
ERP Related Chems&lt;br /&gt;
&lt;br /&gt;
Lustwish Vendor Items&lt;br /&gt;
|}&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Antagonist_Policy&amp;diff=14252</id>
		<title>Antagonist Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Antagonist_Policy&amp;diff=14252"/>
		<updated>2023-11-28T21:41:40Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
&lt;br /&gt;
==Skyrat Antagonist Policy==&lt;br /&gt;
====What this Covers:====&lt;br /&gt;
Every single antagonist we have, their meta protections, and their expectations &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;You can quickly navigate to any specific antagonist by searching it with an ! at the end. I can’t make it simpler than that. (Ex: Traitor! / Changeling!)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Expectations:====&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
You are not ultimately helpful.&lt;br /&gt;
&lt;br /&gt;
Full stop. If you’re beneficial to the crew at all, it’s to further your own goals. Your own goals are ultimately sinister. &amp;lt;u&amp;gt;Your entire purpose is to inconvenience someone.&amp;lt;/u&amp;gt; To what extent? That depends on your severity. This may surprise you, but a solid half of players are practically begging to be on the receiving end of some Antagonist story line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;We reward Antagonists that focus on the story, rather than just completing the objective.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There’s no such thing as a “Friendly” Antagonist.&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Justification:====&lt;br /&gt;
&amp;lt;center&amp;gt; Opfor requests, and else-wise, assigned objectives, need to be justified.  &lt;br /&gt;
&lt;br /&gt;
The only person who gets to say “&#039;&#039;I am a Clown.&#039;&#039;” is the &amp;lt;u&amp;gt;actual Clown&amp;lt;/u&amp;gt;. Maybe the Syndicate is threatening their loved ones. Could be one last job. You might just be passionately Vegan. Something has to happen that justifies doing something criminal. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Roundstart and&amp;lt;/s&amp;gt; Midround Antagonists, equally, should at-least have a &#039;&#039;&#039;baseline response&#039;&#039;&#039; to &#039;Why are you doing this?&#039; Opfor can be justifiable by anyone, even Security or Command, within reason. &lt;br /&gt;
&lt;br /&gt;
Sometimes an HoS just needs to get the boots. &#039;&#039;Or violently murder someone.&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Confirmation or Denial====&lt;br /&gt;
&amp;lt;center&amp;gt; Admins know far more about what’s going on in a shift than you do. If you submit Ambitions or an Opfor request and it gets hard denied, &amp;lt;u&amp;gt;it often isn’t because the idea was bad. It’s because shit’s already fucked enough as is.&amp;lt;/u&amp;gt; Don’t take it personally, and just save the idea for later. If the idea &#039;&#039;is&#039;&#039; bad? &amp;lt;u&amp;gt;We’ll let you know.&amp;lt;/u&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Rulings:===&lt;br /&gt;
#If, after forfeiting your antagonist status, you are still in possession of your uplink you are expected to notify staff to have it removed. You should not, at any point, use your uplink to acquire gear after the removal of your antagonist status.&lt;br /&gt;
#Antagonists, regardless of type, should not be hijacking the escape shuttle without admin-permission.&lt;br /&gt;
# The opfor system is to be used for antagonistic, or else-wise, criminal activity, aka: follow the opfor guide. [https://docs.google.com/document/d/e/2PACX-1vRVI8-SmicLDV7ny_8BwJ3s8nIYBPU-nhrFDNA95VQxfpmGeUWEuqsnHr1_YDBoEUYRSITEoUbnWlru/pub Here] &lt;br /&gt;
# Completeing your objectives isn&#039;t an excuse to just immediately dip out of the round, you should be an antag both during, and after, if your opfor/antag goal requires you to extract/leave station/hide in space after, it&#039;s best saved for an event.&lt;br /&gt;
&lt;br /&gt;
==Opfor Related Stuff:==&lt;br /&gt;
&lt;br /&gt;
====No Response?====&lt;br /&gt;
If an Opfor takes 10 minutes or more to get picked up, you are more than allowed to Ahelp it, &amp;lt;u&amp;gt;even if only to speed up a denial.&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
=== Current Opfor Standards:===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=====Important Notes:=====&lt;br /&gt;
Your first objective should be as plaintext as possible, what you want, intend to do, and what you need, for EX:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Objective 1: Summary&lt;br /&gt;
|-&lt;br /&gt;
|Desc: I intend to buy a gluger, and break into the brig, waiting to ambush the HoS when they return to their office, I&#039;m also asking for an emag to make it easier to get into said office.&lt;br /&gt;
|}&lt;br /&gt;
This is to make it much easier, and faster for staff to actually discern what you&#039;re asking for and why, instead of trying to read between the lines and figure out what you&#039;re intended to do with what.  &lt;br /&gt;
*Cult (narsie), Gangs(the antag), Revolutionaries,are all pre-approved event only, with Nukies, Lone-Op or Assops,  being entirely disallowed.&lt;br /&gt;
&lt;br /&gt;
*Midrounds: Morph, Blob, Space Dragon, Xenos, Borers, Spiders, Contractor or elsewise, Abductors, are not currently available under opfor, either for being removed intentionally, or rolling to often at the moment.&lt;br /&gt;
|-&lt;br /&gt;
|Staff-side requirements: &lt;br /&gt;
*Opfors that require:  Special Announcements, permissions, or the manual non opfor spawning of items beyond 1/2 and elsewise, require heavy oversight,  would be classified as an event and will be required to be treated as such requiring approval from Admin+ Staff Or Event Staff as well as the proper logging.&lt;br /&gt;
*No exfiltration via leaving station Z or admin intervention. &lt;br /&gt;
&lt;br /&gt;
*Simple Mobs and otherwise pure PMS entities are currently unavailable, due to being almost impossible to gauge the extent.&lt;br /&gt;
&lt;br /&gt;
*Group Opfors are allowed with maximum of 3 people, none of these people being roundstart security.&lt;br /&gt;
|-&lt;br /&gt;
|====== Currently blocked requests: ======&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Heretic / Heretical Book (until OPT-IN / Event Manager Approval)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Contractor (foreseeable future)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Energy Katana&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==PMS / Station Threat / Metaprotection:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Permanent Mechanical State&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Desc&#039;&#039;&#039;: The state in which, waiting the usual time for CI isn&#039;t required, and anyone under it, can be attacked immediately as CI is flagged up.&lt;br /&gt;
&#039;&#039;&#039;However&#039;&#039;&#039;: If both/all sides in a situation start roleplaying, default CI rules will return until either a fight starts, or the PMS threat &#039;disengages&#039; (teleports/runs or w/e, thus, putting themselves back into PMS)&lt;br /&gt;
&lt;br /&gt;
Permanent mechanical state is only granted to: &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*people teleporting away from violent situations/ attempts to roleplay, repeatedly, or elsewise, people who have been in repeated violent engagements, and escaped after, (think: changeling attacking the brig three times.)&lt;br /&gt;
&lt;br /&gt;
*Non-carbon/non-silicon/Special-Circumstance Antags, (xenomorphs, spiders, space dragons, blob, cortical borers, revenant, confirmed-abductors without disguise, man-eaters, morphlings.) unless stated elsewise further down.&lt;br /&gt;
&lt;br /&gt;
*Heretics with the Mask Of Madness on, or else-wise, Ascended / Actively ascending.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
== Station Threat: ==&lt;br /&gt;
|-&lt;br /&gt;
|Any antag that while protected by CI policy still is free game for anyone to: hunt, pursue, or elsewise, try to kill without worry of &#039;validhunting.&#039; &lt;br /&gt;
So-to-say, they are completely fair game for the crew to target.&lt;br /&gt;
&lt;br /&gt;
Elsewise; any threat which makes a CC announcement, think: heretic ascending, contractor sending someone away, pirates arriving.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Metaprotections&#039;&#039;&#039;:&#039;&#039;&#039; ===&lt;br /&gt;
These are granted as needed, where they&#039;re needed, if something isn&#039;t written here, or [https://wiki.skyrat13.space/w/index.php/Contraband here], what you can mechanically assess / see in the examine is what&#039;s known.&lt;br /&gt;
&lt;br /&gt;
==Abductors! &amp;lt;span style=&amp;quot;color: orange; font-size:135%&amp;quot;&amp;gt;Station Threat&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Enabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; You are a Gray. You are a member of a species dedicated to experimenting on the scientifically challenged. The sentient life that dots the furthest reaches of the Frontier is curious, to say the least, and deserving of study. You view the species of the outer ring much in the same way a scientist would a remarkably intelligent rat. You are particularly interested in individuals that actively make no sense, even among the borderline sub-sentient life that dots these stations.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special Rules:&#039;&#039;&#039; &lt;br /&gt;
*Essentially, picture Destroy All Humans(game series) without the personality, and you have the right idea.&lt;br /&gt;
* Functionally PMS once called out, but you should avoid just running around doing nothing but mechanics if possible.&lt;br /&gt;
*they&#039;re very-PMS if they&#039;re openly using their gear, this includes the tools or elsewise, so no, you do not have to wait for them to hack the door open before running away. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;u&amp;gt;The Science department&amp;lt;/u&amp;gt; knows that Grays consistently steal away people for strange experiments. They are familiar with their ability to teleport on-station, as well as disguise themselves. They know that people abruptly appearing detained in strange places can be a sure sign of a freshly experimented-on crewmember. Especially if their memory is gone, or they’re acting strange. They also know they can’t speak vocally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Medical department&amp;lt;/u&amp;gt;: Is aware of Abductors, and their habit for replacing organs, once they&#039;re confirmed, medical should be on the prowl for people behaving weirdly, or else-wise, vanishing for periods of time, essentially:, everything science knows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Security department&amp;lt;/u&amp;gt; is aware of an alien species prone to abducting crew, and that you have to go above-and-beyond with them to put them down, due to their advanced armors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Everyone&amp;lt;/u&amp;gt; knows that abductors are bad-news-bears, have a bad habit of appearing where you don&#039;t want to be, and elsewise, know it&#039;s a good habit to disable your cameras if they&#039;re about, because they have a funny habit of tapping into them.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Blob! &amp;lt;span style=&amp;quot;color: red; font-size:135%&amp;quot;&amp;gt;PERMANENT MECHANICAL STATE&amp;lt;/span&amp;gt;==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Disabled&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Description:&#039;&#039;&#039; You are a Blob, or Blobbernaught. You are a somewhat sentient, indifferent living infection that has taken root on the station. Deceptively intelligent, you have one singular goal. Spread your infection and grow as big and as fast as possible. You are completely capable of reacting to threats in clever ways, though most of them just involve changing your strain accordingly. All that matters is that you grow. As a Blobbernaught, you have a simple goal. Protect the Overmind by violently murdering its assailants. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039; &lt;br /&gt;
*You are not allowed to spawn within a screen-length of Atmos, an Engine, the Icebox AI area, Grav Gen, or Toxins. &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;OR DORMS.&amp;lt;/span&amp;gt; &lt;br /&gt;
* You may not, as a Networked Fiber Blob, immediately rush any of the areas mentioned prior, or the Nuke.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the most well-known Antagonist in the game. You have no metaprotections. People can know as much about you as they wish to know, even down to your individual strains.&lt;br /&gt;
|}&lt;br /&gt;
== Changeling! &amp;lt;span style=&amp;quot;color: orange; font-size:135%&amp;quot;&amp;gt;Station Threat&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Disabled (Opfor Only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; You are a changeling. Loosely related to Cortical Borers, you are a living, stealthy, remarkably intelligent parasite capable of vivid, visceral transformations and picture-perfect disguises. You start the shift in your most recent host, having subdued their conscious (results may vary at your discretion). A remarkably notorious creature with vague origins, your sole purpose is to amass more genetic strains. Your goals can be heavily impacted by your host of choice, adapting many qualities of their personality. Beyond your original appearance, you are very capable of mimicry, though these don’t necessarily influence your host personality. Certain hosts have such forceful personalities that you may as well be a convenient tool for their schemes, and even wish to continue their original goals instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;  &lt;br /&gt;
*If people can prove you’re a changeling, you are immediately sentenced to being placed in Perma, or the most convenient containment. Afterwards, if you prove uncontainable, or particularly violent, you’re valid for round removal.&lt;br /&gt;
* Undeniable Proof of Changeling includes: Arm Blade, Tentacle Arm, Chitinous Armor, Ling Space Suit, Ling Shield, Horror Form, Digital Camo, Cryo Sting, Self-Revival, Regeneration, Unexplainable Fast Healing.&lt;br /&gt;
*Horror Forms are in a Permanently Mechanical state.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
Everyone knows that changelings are real. Some people can deny this if they want. Crew that can produce arm blades, or organic armor or weapons, or shapeshift into other people, should be reported to security with all haste. Security, Science, and Medical are all aware that Changelings can be suppressed with BZ gas. Everyone is aware of the abilities listed prior as Undeniable Proof of Changelings. Anything not listed is unknown to the entire crew.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Clockcult (OPFOR)==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Enabled (OPFOR ONLY)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
You are a cultist of Ratvar, the Clockwork Justicar. Your God is Dead, but yet He still Lives; it is your work to serve Him as one of His remaining loyalists. Your God&#039;s corpse sleeps in His city of Reebe, but through rite and ritual, you may yet wake Him; and bring Him here for war to live again. &lt;br /&gt;
&lt;br /&gt;
Ratvar&#039;s corpse yet still ticks and hums with energy, and His dominance over machinery and systems is still one that can be grasped by His followers, if faintly. You may not have enough power to induct new cogs into the Machine, but the System&#039;s levers can still be pulled. Wake the metal. Create the metal. Control the metal. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special Rules&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
Don&#039;t be surprised if you get arrested for doing clock-work stuff.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Metaprotections&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;chaplain&#039;&#039;&#039; and &#039;&#039;&#039;curator&#039;&#039;&#039; know everything, and that ratvar himself is out-of-action for the foreseeable future.&lt;br /&gt;
* Elsewise, your characters can have a baseline knowledge of the cult, that they&#039;re as a baseline usually not immediately-aggressive, and more reactive then proactive.&lt;br /&gt;
*Objects used by the cult (cogs, the jud-visor) are all up to common sense, what it looks like it&#039;s doing, it&#039;s probably doing.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Contractor!==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Enabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
Imagine a much less cool version of cowboy bebop, without the charisma, or being within the law, that about sums it up: You kidnap people who are assumed to know something, or else-wise be of value, for a lumpsum of money, and a bit of TC. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*You are bound to the same rules as other antags; that means you shouldn&#039;t just decide to blow up the SM because you feel like it, regardless of if you can afford a bomb or not, and stick to your goal of kidnapping.&lt;br /&gt;
* Confirmed contractors can be checked for their modsuit, regardless of it&#039;s stealth-status.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
None: everyone knows what the [https://wiki.skyrat13.space/w/index.php/Contraband gear] is, and whom uses it, syndicate contractors. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Cortical Borer! &amp;lt;span style=&amp;quot;color: red; font-size:135%&amp;quot;&amp;gt;PERMANENT MECHANICAL STATE&amp;lt;/span&amp;gt;==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; You are a Cortical Borer. Not-so-affectionately referred to as a Head Slug, but lesser known than your Changeling Parasite relative. By and far away more beneficial, as a Borer, your goal is quite simple. Create more Cortical Borers, protect yourself, and keep your host alive. Emphasis alive, seeing as their general happiness is irrelevant to your longevity, and benefitting your host is a luxury for the complacent. Despite your benefits, you are ultimately illegal to have. Nanotrasen makes it a point to quell the population due to their loose relationship with Changelings, and it’s largely believed by the top brass that Cortical Borers are the larval form of the Changeling Parasite.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*You are in a [https://wiki.skyrat13.space/w/index.php/Antagonist_Policy#Permanent_Mechanical_State permanent mechanical state] at all times. You do not need to CI. No one needs to CI vs you.&lt;br /&gt;
*You do not need to roleplay prior to infestation.&lt;br /&gt;
*You are allowed to kill your host if they threaten you, regardless of whether or not they were willing or unwilling, originally.&lt;br /&gt;
*It is not a good idea to produce an Egg in a large crowd.&lt;br /&gt;
*Do not crawl into SSD people.&lt;br /&gt;
*Do not crawl into people in the middle of ERP.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cortical Borers are well-known by everyone, but only characters with a deep medical or science background know that sugar can render them temporarily comatose for removal. They also know that Cortical Borers don’t take kindly to that, and that they’re theoretically replaceable.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Assault Ops!==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; You are a Golden Eye Operative. You are not a member of the Syndicate. You have, however, been contracted by the Syndicate to acquire access to Nanotrasen’s weaponized satellite network. Your sole purpose, as a hired mercenary, is to abduct heads of staff, preferably starting with stealth and staying that way until your presence has been confirmed, for convenience sake. Heads must be recoverable, and revivable, as they have to be alive to have their information taken. People who get in the way of stealing a head of staff can be dealt with lethally. After a Head of Staff’s encryption has landed on the station and been recovered, the cycle repeats itself until you have enough encryption keys to activate codename: Goldeneye. A laser that saws the station in half. Once this has happened, you are considered successful.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*You are not in a permanently mechanical state until your presence has been announced, specifically.&lt;br /&gt;
*Your goal is the theft of heads of staff. Under no circumstances should you just hang around to gun people down.&lt;br /&gt;
* You should only use the big fancy laser once. Doing so is considered a victory.&lt;br /&gt;
*SSD Heads of staff suck, but leave them alone. You are allowed to ahelp and ask if any are SSD.&lt;br /&gt;
*If a Head of Staff goes SSD/Disconnects after being abducted, you may extract it and leave them somewhere.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
There are no metaprotections for the Golden Eye Operatives, outside of determining whether they’re Nukies or GEO’s. Heads of staff are expected to guard themselves closely after determining that they’re GEO’s, however.&lt;br /&gt;
|}&lt;br /&gt;
==Fugitives / The Hunters==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:100%&amp;quot; {|&lt;br /&gt;
!Enabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
The fugitives are on the run, for reasons usually given in their spawntext, with the hunters hot on their trail.&lt;br /&gt;
&lt;br /&gt;
They are /not/ traditional antags, while they can commit crimes in order to avoid arrest; that doesn&#039;t mean they can just go around killing people like a Traitor, or Changeling. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special Rules&#039;&#039;&#039; (Per Type):&lt;br /&gt;
&#039;&#039;&#039;Fugitives:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*NT prisoner: Escaped convicts, naturally, they probably don&#039;t care to much about committing a few more crimes.&lt;br /&gt;
*Waldo: Where is he?&lt;br /&gt;
*Cultists: Worship &amp;quot;yalp elor,&amp;quot; avoid persecution, question why bounty hunters are being sent specifically after you.&lt;br /&gt;
*Factory-error synths: [see spawntext]&lt;br /&gt;
*Mr. Invisible: You go invisible, that&#039;s... about it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunters:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spacepol&#039;&#039;&#039;: You are the law, and you&#039;ve some arrests to make, remind everyone the station isn&#039;t above Solgov authority: die in a shootout with Waldo.&lt;br /&gt;
*&#039;&#039;&#039;Russians:&#039;&#039;&#039; [insert something stereotypical here, along with &#039;follow your spawn text&#039;]&lt;br /&gt;
* &#039;&#039;&#039;Bounty Hunters:&#039;&#039;&#039; You&#039;re the cowboy bebop the contractors wish they were, and well-known to boot! but equally, not above the law, so best to keep your cover low, and avoid getting in beefs with the station-crew.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
The station knows very-little about either side, and unless an announcement is made, shouldn&#039;t treat this as a &#039;common occurrence.&#039;&lt;br /&gt;
&lt;br /&gt;
Though; they are welcome to notice the famous [Bounty Hunters] on station! &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Heretic!==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Disabled (OPFOR Only) &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; You are a Heretic. You are a follower of the Mansus paths. Which one? That’s up to you. While you do in theory have a win-condition, being your ascension, you are more than capable of having other plans. The path you choose is essentially your toolset. Rather than ascending, perhaps as a Flesh path Heretic you can focus on making an army of eldritch monstrosities. As a Flame path Heretic, you can just be a very capable Arsonist. There’s plenty of options. Maybe rust Engineering to nothing. Or just lead security on a goose chase as a void path. You could just hyper fixate on sacrificing one specific person spectacularly. There are many options, and amidst Antagonists, you actually have rather resilient Metaprotections. The Chaplain and Curator are not your friends. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Heretics capable of teleporting (Void/Fire) are beholden to the same uncontainable rules as everyone else.&lt;br /&gt;
*Confirmed Ascended Heretics are in a permanent mechanical state.&lt;br /&gt;
*The Mask of Madness places you in a permanent mechanical state while worn.&lt;br /&gt;
* All Sickles are Confiscatable by security. They are literally weapons, regardless of their magic.&lt;br /&gt;
*You have to ahelp before ascending.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
Heretics are very esoteric things. While magic is something that’s left to the individual to believe in, men in ominous robes wearing visibly pulsating, glowing amulets are probably something worth being suspicious of. Obvious weapons can be confiscated, of course, such as Sickles, Carving Knives, etc. What Heretics are fully capable of is only known to Chaplains, and Curators. Everyone who isn’t a Heretic, Chaplain, or Curator, does not know what Heretic equipment does, aside from what it’s visibly doing. Such as being a sickle. You can claim it’s magical, but, as to its purpose, not much more than that. Giant green runes and a room splattered in viscera and organs, glass shards, etc, should probably be reported to security. As should automatons made of flesh, spewing rust or literal hellfire. In the event you’re short a chaplain or curator, CC is a single message away.&lt;br /&gt;
&lt;br /&gt;
Now go stick your hand in a tear in reality.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hostile Data Entities / Cyber Police &amp;lt;span style=&amp;quot;color: red; font-size:135%&amp;quot;&amp;gt;PERMANENT MECHANICAL STATE&amp;lt;/span&amp;gt; ==&lt;br /&gt;
{{anchor|Data Entity}}{{anchor|Cyber Police}}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Enabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; You are a hostile data entity created in response to a network intrusion. You are created in the context of a [[Bitrunner#Virtual_Domains|virtual domain]], and are themed as such, but your objectives remain static: Kill the intruders and protect your home. You cease to exist when the domain is unloaded.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Beach Bums spawned in the Beach Bar virtual domain are non-hostile. CI applies with them, roleplay is encouraged, and fighting is frowned upon. &lt;br /&gt;
&lt;br /&gt;
* The entire Bitrunning Domain is in a Permanent Mechanical State, including the Safehouse structure.&lt;br /&gt;
&lt;br /&gt;
* Do not attempt to permanently ensnare bitrunners in the virtual domain. You want them &#039;&#039;&#039;dead&#039;&#039;&#039; and &#039;&#039;&#039;gone&#039;&#039;&#039;, not vegetatively immobile. &lt;br /&gt;
&lt;br /&gt;
* You are in a permanent mechanical state at all times. CI isn’t necessary, nor is RP.&lt;br /&gt;
&lt;br /&gt;
* You are unaware you&#039;re virtual code. The entire simulation is real to you.&lt;br /&gt;
&lt;br /&gt;
* Cyber Police are aware they are virtual, and are the computer&#039;s response to the hostile intrusion.&lt;br /&gt;
&lt;br /&gt;
* If you are somehow removed from the virtual domain and are able to interact with the &amp;quot;real world,&amp;quot; contact an admin.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
None. You are just another hostile program in a virtual domain full of hostile programs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Malf AI!==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Enabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; You are a Malfunctioning AI. What does that take the form of? It depends on the AI. Maybe you’re passionate about lamps. Worse, maybe you consider people lamps. Maybe people, who are lamps, are only off if they aren’t moving. Maybe all the lamps need to be off. That’s just one example, and there is a lot you can do. Don’t be even remotely afraid to Opfor, or ahelp, as a roundstart Malf AI, for a specific set of laws that people can’t change. Being a Malf AI implies you are &#039;&#039;&#039;&#039;&#039;Malfunctioning&#039;&#039;&#039;&#039;&#039;. You didn’t just decide to be evil, something is genuinely wrong. If the way you play Malf AI is almost entirely indiscernible from your normal AI, well, that’s telling.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Your “SSD” cyborg shells are open season. They aren’t protected by normal SSD rules.&lt;br /&gt;
*You cannot activate Combat Indicator, barring being in a shell. Escalate accordingly.&lt;br /&gt;
*Anyone touching your AI satellite is fair game.&lt;br /&gt;
*Cyborgs on the Interlink do not exist.&lt;br /&gt;
*During the Doomsday countdown, every cyborg on the station, and you, are in a PMS. There is fundamentally no time to discern between the good and bad in the moment, and the clock is ticking.&lt;br /&gt;
*Cyborgs cannot and should not ahelp if they are abruptly flashed/destroyed/locked during Doomsday, due to the aforementioned rule. This PMS ends with the Delta alert.&lt;br /&gt;
* A Cyborg Factory is a guaranteed outing of a Malf AI if the CE, RD, Engineers, or Roboticists find it.&lt;br /&gt;
*You are allowed to blow your own borgs, if they came out of a factory.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red; font-size:150%&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;YOU NEED AN ACCEPTED OPFOR TO DOOMSDAY.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Chief Engineer, Engineers, Research Director, and Roboticist, all know that blue APC’s are a bad thing. A very bad thing. It doesn’t necessarily mean that the AI is malf. But it is readily evident that it has been tampered with. It’s enough to cast suspicion at the AI, and lead to scrutiny. The RD and the Roboticists both know that Law 0 can exist, and should probably notice if new borgs are popping up out of nowhere. The RD and the CE are both allowed to be the ones that make the call that the AI is Malf. The RD is the go-to person that should scrutinize the AI. If a Roboticist, RD, CE, or Engineer happens to find a Cyborg Factory, the cat is out of the bag if they can report it. Equipment that has no business exploding, like scrubbers, holopads, or the booze-o-mat is a tell-tell sign that the AI is malfunctioning. If every RCD explodes, the AI is definitely Malf.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Man Eaters! &amp;lt;span style=&amp;quot;color: red; font-size:135%&amp;quot;&amp;gt;PERMANENT MECHANICAL STATE&amp;lt;/span&amp;gt; ==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Disabled (vines not rolling)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; You are a Maneater. A bulbous bloom and the offspring of some particularly nasty Vines. By all accounts, you are practically non sentient, outside of communicating with other man eaters. Your intelligence level is otherwise nonexistent. Despite your name, you don’t actually eat people, but boy do you murder anyone and anything that tries to mess with your vines.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Do not drag bodies deeper into the vines. Leave them where they fall. Also do not move them somewhere safer.&lt;br /&gt;
&lt;br /&gt;
* Do not chase anyone past a point where you can’t see your vines.&lt;br /&gt;
*If you spawn as a result of seeding, immediately beat the shit out of the nearest person.&lt;br /&gt;
*You are in a permanent mechanical state at all times. CI isn’t necessary, nor is RP. The vines don’t stop growing.&lt;br /&gt;
*Avoid goats. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
You’re just a plant. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Morphling! &amp;lt;span style=&amp;quot;color: orange; font-size:135%&amp;quot;&amp;gt;Station Threat&amp;lt;/span&amp;gt;==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Enabled(?)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; You are a morphling. That, or a very stupid Miner. You are a green blob of amorphous slurring stupidity, so you’ll fit right in on station, right? You have a ceaseless, unrelenting hunger that is only momentarily satiated by whatever you can consume. Fortunately, what you can consume is “Anything that isn’t bolted to the floor.” Your ultimate goal is to consume as much as possible. Your very presence alone is enough for anyone who values their belongings to weld their vents. Especially if you’re the Warden. That said, there are some things you should save for later. Let’s call them dessert.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039; &lt;br /&gt;
*For the sake of everyone’s sanity, don’t just rush the Silo.&lt;br /&gt;
* After your presence is confirmed, the Armory is fair game.&lt;br /&gt;
*Don’t smash machinery just to eat the parts, unless that particular machine is being used against you.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Do not be a BSA, or the DNA vault. Or the Grav Gen.&amp;lt;/span&amp;gt;&lt;br /&gt;
*Becomes PMS once they start eating (important stuff), or elsewise, attacking crew. (this will stick around until they can no longer eat techlathe-boards and the like)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
Your existence is a notorious, consistent nuisance on a large number of stations. Aside from everyone knowing almost everything about you, only people in medical and science know that you slur when you imitate speech. Then again, everyone is going to find that strange anyway. Unless your disguise is mute.&lt;br /&gt;
|}&lt;br /&gt;
==Nightmare! &amp;lt;span style=&amp;quot;color: orange; font-size:135%&amp;quot;&amp;gt;Station Threat&amp;lt;/span&amp;gt;==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Enabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; You are a Nightmare. You are, ultimately, a malevolent thing misplaced. Most often, Nightmares exist on another plane of perpetual darkness, content to wander. Occasionally, however, a little curious light pops up as little more than a flicker. Almost always accidentally, Nightmares then manifest on stations through this phenomenon with no means to get back. You have an innate ability to sense the flow of power, which often results in them smashing APC’s, Lights, Wires, as well as quelling lights that people may be in possession of. You abhor light and live in darkness. If you had it your way, the station would be in perpetual darkness. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;  &lt;br /&gt;
* Breaking APC’s is fine, but &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;don’t Destroy them completely until after hostilities have begun.&amp;lt;/span&amp;gt; &lt;br /&gt;
*Being able to easily jaunt and escape means you can easily be placed in a Permanent Mechanical State.&lt;br /&gt;
* You are literally a horror from another plane that is naturally malevolent towards light and those that use it.&lt;br /&gt;
*People who insist on shining light on you while emoting for 30 seconds can’t complain if you stab them for it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
The Chaplain and Curator have full knowledge of you, your abilities, and what you are. They aren’t your friends. Medical and Science also know your organs are quite valuable. Engineering knows what your kind does to stations, and they naturally hate your guts for it. Security could care less what you are, and only care if you get violent. Which you likely will. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Obsessed!==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Disabled &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; You’re obsessed. It’s a bit weird. You’re not even entirely sure if you know this person or not, but some foreign force is manipulating you into fixating on them. In various, terrible ways. Make sure to drum up the creepy factor while in private. … Maybe don’t get &#039;&#039;too&#039;&#039; weird about it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Don’t interrupt ERP to get at your obsessed target. Admins can just change the target on request.&lt;br /&gt;
*Yes you’re allowed to be obsessed as a head of staff.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Medical can remove this antagonist entirely from you by just scanning your brain, checking for schizophrenia, and promptly removing it. It’s also something that they should be looking for, especially towards the middle of the shift. The Psychologist is theoretically your best friend and enemy for roleplay purposes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Revenant! &amp;lt;span style=&amp;quot;color: red; font-size:135%&amp;quot;&amp;gt;PERMANENT MECHANICAL STATE&amp;lt;/span&amp;gt;==&lt;br /&gt;
 {| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Enabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
You’re a Revenant. Whether you’re a legitimate apparition of someone from the past, a Haunt, or a genuine force of sheer malevolence made manifest, you are ultimately here to be a nuisance. Or worse. Out of all of the Antagonists, you are the singular one that can roleplay from perfect safety. You can emote through hearable subtles by just being beside people. You also have literally all of deadchat egging you on and critiquing your work, while also calling out people in the midst of dying, or sleeping. You can become quite potent rather fast by just heading down to lavaland, or right outside on Icebox to absorb dead npc corpses. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;  &lt;br /&gt;
*You can subtle (hearable) while not manifested, as well as view exploitable information as well.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
The Curator and Chaplain both have complete knowledge of what you are and what you’re capable of, and just as well, the Chaplain can, will, and should hunt you down. Everyone at the very least can know that the ashes left behind by the Revenant should be scattered to dismiss it. Aside from scattering ashes, however, the Curator and Chaplain, as well as CC, are the only people who know a Revenant’s weaknesses… besides just shooting them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Dragon! &amp;lt;span style=&amp;quot;color: red; font-size:135%&amp;quot;&amp;gt;PERMANENT MECHANICAL STATE&amp;lt;/span&amp;gt;==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; You are a Space Dragon. The final phase of a space carp’s lifespan. A meandering glutton of a beast with a ravenous hunger, hellbent on creating portals exclusively for the sake of producing more space carp. Or at least pulling them from elsewhere. Ancient enough to channel it’s supernatural energies into the creation of portals, these things are capable of speaking the common tongue, breathing fire, and sport incredible mobility, even on the surface of a planet.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Don’t go on the Emergency Shuttle.&amp;lt;/span&amp;gt;&lt;br /&gt;
*Protect your portals closely, residing nearby them as much as you can.&lt;br /&gt;
*You are smart enough and old enough to know that most other races don’t like being exposed to space.&lt;br /&gt;
*Dead carp are a valid source of health.&lt;br /&gt;
*You’re in a permanently mechanical state, by virtue of your whole gimmick being a race against the clock.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You’re a well known threat. There’s not much to know about you other than portals are bad, carps are bad, being on fire is bad, and you can die, so killing you is an option. One the crew will immediately spring for. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Space Pirates! &amp;lt;span style=&amp;quot;color: orange; font-size:135%&amp;quot;&amp;gt;Station Threat&amp;lt;/span&amp;gt;==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Enabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
You&#039;re a pirate; you tried to extort the station, and that fell through, so now you&#039;re here to get your plunder on your own accord.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*You come with a giant announcement telling everyone you&#039;re here for a fight, so expect to be attacked almost instantly, this means while you are not PMS; you are also not protected from validhunting in general, as you are actively a threat to everyone.  The only exception is the &#039;NRI Police&#039; / &#039;NRI Patrol&#039; variation of pirates, which announce more neutral terms.&lt;br /&gt;
*You shouldn&#039;t just rush the armory/the SM, and should primarily focus on &#039;establishing contact&#039;, or else-wise, getting that loot.&lt;br /&gt;
*/Just because you can sell crew, doesn&#039;t mean you should./&lt;br /&gt;
*No, the &#039;space IRS&#039; is not a government entity, no they are not from solfed, or NT.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
none; you literally come fresh with a massive announcement telling everyone you&#039;re here for a fight. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Space Ninja==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Disabled&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; You are a Ninja. In space. Specifically a Ninja from the Spider Clan. A very vague, poorly known yet notorious entity. You sport remarkably advanced equipment that generally doesn’t play well with anyone that lacks the training or discipline to use it. That won’t stop the crew from trying to murder you just to hold the fancy Katana, or literally steal your shoes. You arrive at the station with specific simple goals. Often conflicting in morality. You can show up and have to make sure someone survives the shift while simultaneously also having to steal information, abduct someone else, or leave a literal crater in a department. You benefit greatly from Opfor, but it isn’t required for them.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*If your Spider-Clan issued C4 is for use in Engineering, use it as far away from the Supermatter as you can.&lt;br /&gt;
* Try not to hit the Atmos reservoirs either.&lt;br /&gt;
*It is standard procedure to incarcerate and more likely kill a Ninja as soon as their presence is made known.&lt;br /&gt;
* You are the only antagonist that prefers death before dishonor by nature. Your equipment is too valuable to fall into the crew’s hands. If you still have your Spider-clan issued C4, you’ll more than likely kill everyone within 6 tiles of you when you explode upon your death.&lt;br /&gt;
*Ninjas should not vent the entire station without an OPFOR that tells them they should. They should be mindful of where they doorjack and should avoid venting the majority of the station, even &amp;quot;accidentally&amp;quot;. It can be considered griefing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
Security has full knowledge of your equipment, including the standard issue suicide-grade explosives. Engineers, the CE, Roboticists, and the RD can tell when you’ve tampered with an APC. If you’re going stealthy about it, this can frame the AI as potentially Malf, or be dismissed as traitor activity, which it is. You’re to be considered a threat, even if you &#039;&#039;do&#039;&#039; say you’re here to protect someone.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spiders! &amp;lt;span style=&amp;quot;color: red; font-size:135%&amp;quot;&amp;gt;PERMANENT MECHANICAL STATE&amp;lt;/span&amp;gt;==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Disabled&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You are a spider. If you are a spider, you have a simple job. Produce eggs. Kill things that invade your nest. Protect the brood mother. You are a permanently mechanical antagonist, due to how important time is to you. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
* You are a simple animal. Technology is completely foreign to you. Behave as a spider would.&lt;br /&gt;
*Do not drag welders, or water tanks.&lt;br /&gt;
*You are allowed to break heaters.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
*You are a spider. People know everything about you.&lt;br /&gt;
*People know there is a broodmother.&lt;br /&gt;
*People know the more pointy a spider is, the more squishy and venomous they are. The more bulky, the less venom.&lt;br /&gt;
* People know the best way to kill you is extreme temperatures, be it cold, heat, or the void itself.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Traitor!==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!Disabled&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Description:&#039;&#039;&#039; You are a ne&#039;er do well, a criminal, a contractor, or else-wise just a person who&#039;s offered to do an easy job for a years pay, whatever the case, you&#039;re here with a goal, and likely, not one they ever expected you to complete.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039; &lt;br /&gt;
*Most of your actions should be focused around your objectives, or the people directly related to them, you shouldn&#039;t be going after randoms, or bombing medbay just to do it.&lt;br /&gt;
*If you want to do something targeting a player in specific, a department at large, or the station at large, make an opfor, else-wise, opfors are only required for actions of high-intensity (see: breaking into engineering and stealing the protolathe), where as low intensity (emagging into engineering and printing jaws) doesn&#039;t&lt;br /&gt;
*Regardless of having very-forward objectives, you should be trying to generate as much RP as you can while doing them, even something as simple as &#039;steal the hand tele&#039; can have a story spark from it with a bit of effort.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
https://wiki.skyrat13.space/w/index.php/Contraband&lt;br /&gt;
&lt;br /&gt;
if it&#039;s not in contraband, it&#039;s either not illegal, or else-wise unknown, and should be treated as it appears.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wizard!==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Enabled?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Description:&#039;&#039;&#039; You are a Wizard. You are the magnum opus of Antagonists. Singularly, you are the strongest Antagonist in the game with a set of tools at your disposal that are fully capable of extending roleplay, or forcing people into positions to where they can’t fight you. You also have an extensive set of very painful tools. There are specific tools however that aren’t permitted to be used without admin approval, or disallowed outright (mentioned later). As a Wizard your goal is to cause problems, and as a heavy threat cost, you can ultimately dictate the pace of a round. As a Wizard, security is aware that you are very powerful and also a massive threat. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special Rules:&#039;&#039;&#039; &lt;br /&gt;
*Do not use the Ghost Ritual.&lt;br /&gt;
*Do not stay on the Wizard Shuttle.&lt;br /&gt;
*Do not use the Wizard Events without Admin permission.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Metaprotections:&#039;&#039;&#039;&lt;br /&gt;
The chaplain knows that he’s immune to you. Botanists know that Holy Melons protect people from magic. &lt;br /&gt;
|}&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Fundamentals_for_Players&amp;diff=14250</id>
		<title>Fundamentals for Players</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Fundamentals_for_Players&amp;diff=14250"/>
		<updated>2023-11-28T05:56:12Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: /* 2. When to Roleplay, When to Mechanic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=Introduction to Skyrat=&lt;br /&gt;
[[File:Skyrat animated logo.gif|250px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to Skyrat!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tidbits to Remember:==&lt;br /&gt;
*&#039;&#039;&#039;The application is essentially a test to see if you have taken the time to gain an understanding of some of our rules.&#039;&#039;&#039; Q4, Q6, and Q7 are essentially questions to test your knowledge. Please demonstrate a basic understanding in your answers in order to gain entry into the server.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;We are not a &amp;quot;Furry TG&amp;quot; server. While we are a direct downstream of their excellent codebase, our server provides a different experience with a focus on roleplay, and we differ significantly in our goals.&lt;br /&gt;
&lt;br /&gt;
* One thing you may quickly notice is that we have a thick packet of policies and rules. Do not be intimidated! &#039;&#039;&#039;Much of the policies in place are there to help staff rule more consistently!&#039;&#039;&#039; Unless you are acting in bad faith or are behaving maliciously or suspiciously, breaking what feels like an obscure rule will rarely ever result in punishment on the first offense. We prefer to take records and focus on long-term behavior when we can. Unless it&#039;s clear you are not a good fit and have no intent on actually adapting to the server, it&#039;s okay to make mistakes.&lt;br /&gt;
&lt;br /&gt;
*We do not expect new players to know every rule right away. New players are given significantly more leeway to adapt and improve as long as they cooperate with staff in good faith. &#039;&#039;&#039;Conversely, we will not hesitate to throw you out if you treat the game as a meme or if you treat other players and staff poorly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Skyrat Main should be treated as a HRP-MRP server. &#039;&#039;&#039;You should aim to be &amp;quot;High Roleplay&amp;quot; and &amp;quot;Medium Roleplay&amp;quot; at the minimum.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t know what this means, you will soon find out in Recommended Reading #3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;While we offer a mixed environment that doesn&#039;t take itself too seriously and allows room for amusing and funny roleplay, we do not tolerate players treating the game as a meme, especially if it comes at the expense of more serious roleplay. &amp;lt;u&amp;gt;Be respectful of others.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Recommended Reading! [10 Minutes~]=&lt;br /&gt;
To get off on the right foot in both the application process and our server, please follow the following list and read any document labeled as &#039;&#039;&#039;[Required]&#039;&#039;&#039;. A basic understanding of the required documents is required in order to gain entry into the server:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Carefully read our Community Rules here [Required]: https://discord.com/channels/596783386295795713/730857839374893123/730857971537674281&lt;br /&gt;
#&#039;&#039;&#039;Quickly review over our Server Rules here [Recommended]:&#039;&#039;&#039; [[Server Rules|Skyrat 13 Ruleset]] and [https://docs.google.com/document/d/e/2PACX-1vTJHKobD7aUhFjO5BjclJ-REE4BAwjlv6Wfwb_XXDY2h5kwgTAvhB_usmy2yLKKN4mZNgSsXpL7wmLc/pub Temporary Measures] - The idea is to get a basic overview of what is and what is not allowed. Most are just common sense. &lt;br /&gt;
#&#039;&#039;&#039;Lightly read through our General Player Policy &amp;amp; Standards [Required]:&#039;&#039;&#039; [[General Player Policy and Standards]]&lt;br /&gt;
#&#039;&#039;&#039;Read Skyrat Guide on Roleplay Excellent [Recommended; Required if Lacking in Heavy Roleplay Experience]:&#039;&#039;&#039; [[Guide to Roleplaying Excellency]]&lt;br /&gt;
#&#039;&#039;&#039;Read our ERP Courtesy Policy [Required]:&#039;&#039;&#039; [[Misc Roleplaying Policy|Miscellaneous Roleplaying Policy]]&lt;br /&gt;
#&#039;&#039;&#039;Thoroughly read our Action-RP Lawset [Required]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Action-RP Lawset=&lt;br /&gt;
===0. Definition===&lt;br /&gt;
&#039;&#039;&#039;Play-to-Win Mechanics&#039;&#039;&#039; - Play to win mechanics is when you engage in mechanics with the intent of creating a favorable advantage for yourself. There is nothing inherently wrong with this. Rather, we define this, so people understand that the Action-RP Lawset deals strictly with &#039;play-to-win&#039; mechanics rather than mechanics of all kinds. For instance, you can use mechanics to roleplay such as slapping or shoving someone, rather than to win.&lt;br /&gt;
&lt;br /&gt;
What differentiates &#039;&#039;using mechanics to roleplay versus using mechanics to &#039;win&#039;&#039;&#039; is the follow-up. Shoving someone or shoving someone to make them fall alone does not make it a &#039;play-to-win&#039; mechanic. However, if you shove someone over and then follow it up to create a disadvantage for your opponent so as to &amp;quot;win an engagement&amp;quot;, you are engaging in play-to-win engagement. Causing damage also falls into this category, especially if you follow through with it with the intent to win.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You must follow the action-RP lawset and use the combat indicator beforehand if you are using play-to-win mechanics.&#039;&#039;&#039; Conversely, we give much more leeway to mechanics that are meant for &#039;&#039;&#039;roleplay&#039;&#039;&#039;, not actual combat. You do not need to use CI for mechanics that are being used for strictly roleplay.&lt;br /&gt;
&lt;br /&gt;
===1. Combat Indicator===&lt;br /&gt;
[[File:Combat Indicator.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is what  the combat indicator looks like.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Combat indicators are instrumental in signaling the transitioning from roleplay to combat. Imagine that someone comes up to you and greets you, and you type back to greet him. Yet, just as you&#039;re typing your response, he begins to attack you and you&#039;re in a hurry to close out of your typing window while he lands hit after hit on you. &lt;br /&gt;
** You are already placed at a disadvantage for trying to roleplay, and this player has exploited that fact to gain an advantage over you. Inherently, anyone trying to earnestly roleplay will always be put at a disadvantage, thus discouraging roleplay-seeking behavior. &lt;br /&gt;
*** The combat indicator seeks to mitigate that.&lt;br /&gt;
* You may have seen other servers take our concept of combat indicators to use on their own server that befits their server and style, but please note that our approach is different. &lt;br /&gt;
** For one, the combat indicator is a way to show other players that you are interested in transitioning from roleplay into mechanics. Think of it as a handshake that should be returned by the other party, so that people cannot get the jump on someone who is typing, and or not paying attention.&lt;br /&gt;
* So ideally, the combat indicator should preempt any breakdown into mechanics, and &#039;&#039;&#039;you should wait until the other party turns on their combat indicators or if the grace period of five seconds passes.&#039;&#039;&#039; You can attack if the opposing party fails to de-escalate or fails to turn on their combat indicator, given that they are not SSD. If you turn on your CI and you see someone typing, please play in good faith and hear them out, especially if they are attempting to de-escalate. &lt;br /&gt;
** However, you do not have to do so if you made it clear this is a one-way deal.&lt;br /&gt;
* &#039;&#039;&#039;Again, as a reminder, please wait until the other party has their combat indicator on or until the grace period has passed.&#039;&#039;&#039; &lt;br /&gt;
** If you see someone turn on their combat indicators, you must turn on your combat indicator before going into combat yourself. Lastly, &#039;&#039;&#039;you may not keep your combat indicator on if you are not going into combat. If at least seven seconds pass and you do not transition into combat, turn off your combat indicator. This is to keep people from &amp;quot;preloading&amp;quot; combat indicators.&#039;&#039;&#039;&lt;br /&gt;
* The main aspect you need to keep in mind is to act in moderation, otherwise you will be seen as a player that prioritizes mechanics over roleplay which may get you into trouble. &#039;&#039;&#039;Just because you can doesn&#039;t mean you should.&#039;&#039;&#039; So, even if you can just attack them outright, you should attempt to roleplay first before transitioning into a fight if conditions permit for it.&lt;br /&gt;
* Please note that open combat can happen and may be expected, especially if hostilities are expected like during an invasion of the station. So, prior context or prior hostilities may already be established, however, players should act in good faith if the hostile party wants to de-escalate for roleplay.&lt;br /&gt;
* Keep in mind the activation and deactivation of combat indicators are logged. Abuse of combat indicators will be punished.&lt;br /&gt;
&lt;br /&gt;
====Key Takeways====&lt;br /&gt;
&lt;br /&gt;
*If you or your target is not in the middle of the roleplay (already fighting, or running away w/e), you do not have to wait the grace period, although you should still turn on the combat indicator. Keep in mind that this does not allow you to start bashing away. This is a roleplay server after all.&lt;br /&gt;
*You must wait the required grace period or until the other party has their combat indicator turned on. Turning on combat indicators and attacking immediately is still breaking the rules.&lt;br /&gt;
*Do not preload combat indicators. Use it or lose it.&lt;br /&gt;
*Again, as a final reminder, if someone is doing something that puts you on a timer to react, like actively hacking a door, you do not have to wait the timer after popping CI.&lt;br /&gt;
&lt;br /&gt;
====Example Scenarios====&lt;br /&gt;
&#039;&#039;Remember - Combat Indicator or CI must be turned on first before the grace period timer begins.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# If either party is in roleplay, you should always attempt to roleplay the escalation first, if they try to disengage from the roleplay(start hacking the door to get out, get a weapon out without an emote doing so, etc) you&#039;re free to attack as they have actively started mechanics.&lt;br /&gt;
# If neither you or your target is in your roleplay, you may CI assuming you have a solid reason to be attacking them, putting the burden of reacting on them, however this should be done sparingly at best.&lt;br /&gt;
#* &#039;&#039;&#039;This is a roleplaying server after all. If you want pure action, there are more suitable servers for that.&#039;&#039;&#039;&lt;br /&gt;
# If something is forcing mechanics, i.e. another player, an event like depressurization, and so forth, you are free to engage in mechanics. While it is preferred that you CI first, if you are under immediate duress, you do not have to turn on CI. Do not try to force mechanics in bad faith.&lt;br /&gt;
&lt;br /&gt;
===2. When to Roleplay, When to Mechanic===&lt;br /&gt;
If you are in a roleplay, you should assume roleplay, i.e. saying and emoting, by default, until roleplay dictates that mechanics are needed to advance a scene or if mechanics, like a breach in the hull, gunfire, or an explosive device, inhibits roleplay. Keep in mind calling for help or for back-up is considered mechanics. Although you do not need to use combat indicators to call for help, other players can attack you without waiting the combat indicator grace period if you call for help.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that mechanics serve the overarching story and the roleplay contained within, not the other way around. Mechanics are here to make the roleplaying experience more real, not prohibit it from happening. &lt;br /&gt;
&lt;br /&gt;
===3. Conduct During Ongoing Scene===&lt;br /&gt;
If a roleplaying scene is present, you must create proper context and a lead-up into using mechanics, meaning you cannot engage mechanics immediately. Good escalation is key to enhancing the action, while bad escalation is the enemy of roleplay.&lt;br /&gt;
&lt;br /&gt;
Therefore, the minimum requirement to engage in mechanics during a roleplaying scene is straightforward:&lt;br /&gt;
&lt;br /&gt;
You must create a pretext leading up to the end of roleplay and the beginning of mechanics. This can be as simple as showing hostile intentions with an emote or giving a final demand with a say. You can have a full-blown scene beforehand or you could immediately start with a warning and a threat. Afterwards, give them a chance to comply or submit. If they do not, follow the guidelines set in the Combat Indicator section above.&lt;br /&gt;
&lt;br /&gt;
===4. React and De-escalate===&lt;br /&gt;
React to mechanics by mechanics, i.e. individual is running away, however, look to de-escalate to roleplay when you can. If you need to resort to mechanics and you intend to stick with it, use the combat indicator to indicate your intent such as when you intend to run away or fight. The red dot indicates that mechanics take priority. Disable it or surrender if you wish to revert back to roleplay. Every party should keep an eye on the combat indicator and react accordingly. Keep in mind that if someone is already using mechanics, you are not required to turn on the indicator immediately, as it is mostly there to indicate an escalation into mechanics.&lt;br /&gt;
&lt;br /&gt;
===5. No Unnecessary Round Removal &amp;amp; Abusing Surrender===&lt;br /&gt;
Do not unnecessarily take someone out of the round. If someone is surrendering, please attempt to take them as a prisoner in good faith if possible. If you are unsure, people can surrender mechanically which puts them in a stamina stun-lock, preventing them from acting in bad faith. If you are someone who has surrendered, please act as a captive in good faith and do not try to make risky escapes. Being a pain in the ass discourages players from taking prisoners and is generally not fun for anyone, nor does it really require any level of skill or create any sort of interesting new story. So, even if you aren&#039;t bound to them fully, try to be cooperative and actually act as a captive, not as a fearless futuristic Jimmy James. If someone is proving to be too risky as a captive, you are allowed to execute them, although you should give them a chance to correct their behavior.&lt;br /&gt;
&lt;br /&gt;
Again, avoid round removal if possible, i.e. hide their body in an obscure place or make it so that reviveable is impossible. There are no mechanical advantages for round removal. When a player gets killed and then revived, they are not allowed to remember their attackers or how they were attacked. &#039;&#039;&#039;Reserve round removal for extreme valid-hunters instead.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===6. Cooperation===&lt;br /&gt;
Why do we have all this? Well, at the end of the day, roleplay is a cooperative affair. It is not competitive where you are looking to create an edge for yourself. Rather, it is a community affair where you work together to craft stories for yourself and the group at large.&lt;br /&gt;
&lt;br /&gt;
So, please work to create stories with others. Be a good winner and be a good loser. Whether you like it or not, roleplaying on the server is a communal and cooperative effort that works because the players within it agree to play a certain way. You cannot play selfishly, and you cannot ignore the rules. For instance, mechanics can kill ongoing roleplaying scenes if not done with consideration and thought. Roleplay can only exist if people know what to expect from one another.&lt;br /&gt;
&lt;br /&gt;
In fact, this can be elaborated further through economic game theory. &#039;&#039;&#039;Consider the following:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Imagine you are playing in a game like Rust or DayZ where you have the option of cooperating with someone or killing them for their loot. If you cooperate, both players can benefit from each other&#039;s cooperation. It&#039;s no surprise that clans tend to dominate these games for this reason. However, if you shoot first and kill the other person when they want to cooperate, you will gain everything the other player has with no cost to yourself. Conversely, you could try to cooperate but they could kill you, meaning you lose everything. Since you do not know what the other party will do, you will most likely shoot first, most likely after you end up getting shot in the head several times yourself, as this is what others will default to as well over time. It is similar to the Prisoner&#039;s Dilemma where people will refuse to cooperate with one another due to a lack of information, resulting in a less-than-optimal solution.&lt;br /&gt;
&lt;br /&gt;
We do not want to harbor an environment where shooting first is the default choice. Roleplay dies at that point. Yet, we do not want a server where no conflict happens. In order to have both conflict and roleplay, we have to shift the paradigm, so that conflict can happen in addition to roleplay. This is where the action-RP lawset and combat indicator comes into play. Love it or hate it, it is here to stay, so that roleplay is favored over combat without doing away with the latter. We work to intertwine roleplay and combat with this methodology. We have experimented with and without this lawset, and we ended up preferring this every single time. &#039;&#039;&#039;By the way, the lizard question in the application is no joke. Please make sure to read the community rules to understand why.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Home Stretch!=&lt;br /&gt;
Phew! You&#039;re almost done. All you need to do is cooperate with an access request manager to get your application through. &#039;&#039;&#039;Remember the application is a test to see if you have gone through the required reading here.&#039;&#039;&#039; Again, you can find all the information you need for your application [https://discord.com/channels/596783386295795713/662087788165857301/662087875701243925 here!]&lt;br /&gt;
&lt;br /&gt;
Once your application is accepted, you are ready to be whitelisted. When this happens, you need to notify a staff member when you are able to join. They will need to whitelist, and you will need to join. A whitelist is not verified and made permanent, unless you join. Once you join, the whitelisting process is over. You are now part of the Skyrat Crew!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Misc_Roleplaying_Policy&amp;diff=14277</id>
		<title>Misc Roleplaying Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Misc_Roleplaying_Policy&amp;diff=14277"/>
		<updated>2023-11-21T06:10:10Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: /* Anti-Grief Protection Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=OOC ERP Courtesy Policy=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skyrat is a sex positive server, and while erotic roleplay (ERP) is not the main focus of the server, sexual content is present and should be expected to be seen at some point. That being said, roleplay is the focus of our server, that does encompass interactions that are erotic in nature. ERP will happen, and these rules are in place to protect you, and other players who may participate. Even if you do not ERP, it is important to know these rules as they will protect you from punishment if you follow them. A golden rule when coming across ERP is to ahelp if you&#039;re not sure what to do with them, as staff are more than willing to assist in situations to make sure that you or other&#039;s privacy is maintained and respected. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Even if you are not interested in ERP, there are protections in here that you must follow in regards to other player&#039;s as well as your privacy and comfort. Not knowing these rules is not a defense from them and violations will be dealt with harshly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Public and Private Definitions==&lt;br /&gt;
===Private Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is not trafficked by the public for use and is out of the way. This can be a maintenance room, dorms, or a private office.&lt;br /&gt;
&lt;br /&gt;
===Public Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is high traffic and frequented by the crew for nominal operations. This includes halls, department lobbies and most rooms in the department. There are some exceptions to this, such as a room made into a semi-private area, e.g. the bar using curtains or other methods to block direct vision.&lt;br /&gt;
&lt;br /&gt;
===Semi-Private Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is not high traffic, but there is no guarantee of privacy. This can be the aforementioned bar area, or areas of a department that are not typically used. &lt;br /&gt;
&lt;br /&gt;
==Basic ERP Courtesy Guidelines==&lt;br /&gt;
===Anti-Grief Protection Rules===&lt;br /&gt;
&#039;&#039;&#039;0.&#039;&#039;&#039;  &#039;&#039;&#039;Respect people&#039;s prefs.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* OOC prefs are absolutes, if it says ask, you should ask, if it says no, it means &#039;&#039;&#039;&amp;lt;u&amp;gt;No.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* This expands to include people you expose by second hand, that means in no uncertain terms, you shouldn&#039;t be proudly talking about how bad you want to dick someone down over the radio, unless you know everyone on that channel has consented.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Don’t be a dick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not be toxic to others. Be respectful.&lt;br /&gt;
&lt;br /&gt;
* Do not grief players who are ERPing. Do not grief players about their ERP in IC or OOC channels.&lt;br /&gt;
* Repeat violations of this policy will be categorized as bad faith actions, and bans taken against this can result in no appeal permabans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Don’t make drama out of ERP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not ERP Bait, or use ERP to bait a player into a situation with the intention to trick them.&lt;br /&gt;
* Do not ERP as someone else’s character without their consent. This includes any intimate interactions such as kissing/groping.&lt;br /&gt;
* Calling security on players who are ERPing will be considered making drama. Ahelp instead if they are being disruptive and refuse to cooperate. &lt;br /&gt;
* Keep extreme kink activities out of public view (Noncon, hyper, bloodplay, gore, etc.)&lt;br /&gt;
* Do not levy accusations of sexual assault or non-consensual against other players over public channels of any kind (this includes PDA messages as they are viewable by all ghosts).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; &#039;&#039;&#039;Do not call out ERP over any sort of IC or OOC channels.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not call security for players who are ERPing, this also goes for department radio channels and command channels.&lt;br /&gt;
* If command staff is urgently needed, ask them to do their job. Do not do this in bad faith. Do not interrupt if they do not comply, instead make an admin-help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.&#039;&#039;&#039; &#039;&#039;&#039;You must have OOC consent from the erping parties to interrupt ERP in a private area.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If they are in a enclosed room, use LOOC Wallpierce.&lt;br /&gt;
* If you absolutely need to go into that room for some reason and cannot get permission, ahelp first. &lt;br /&gt;
* If people are ERPing in a public area, you do not need to LOOC, however, don’t be a dick still applies as well as don’t make drama.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.&#039;&#039;&#039; &#039;&#039;&#039;Non Consensual ERP Can only be with LOOC consenting parties.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Non Con must be kept to subtler.&lt;br /&gt;
* Do not broadcast or draw attention to said actions. &lt;br /&gt;
* Implications of non-consensual against parties without prior consent is not allowed.&lt;br /&gt;
* Do not create a public scene out of it.&lt;br /&gt;
* If the other player repeals their consent or says they would wish to discontinue the RP, disengage immediately. &lt;br /&gt;
* &#039;&#039;&#039;Violations of this rule will be dealt with harshly.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==Public Nudity Policy==&lt;br /&gt;
&lt;br /&gt;
Public nudity is allowed on this server. Public nudity is defined as when you are in public with genitalia (or otherwise would have genitalia exposed). Keep in mind the following rules. Note that using public nudity in a way to grief other players is not tolerated, however, the opposite is also enforced. Please do not grief any player who is engaging in public nudity, if they are being unreasonable, please ahelp and a staff will assist. When it comes to public nudity, please remember the following things.&lt;br /&gt;
&lt;br /&gt;
* Be considerate, don’t be sexual with it. &lt;br /&gt;
* Unless done intentionally for drama, it is an IC issue.&lt;br /&gt;
* Players who are ERPing, and players participating in public nudity, are not considered the same, or are to be equated as the same thing. Breaking up ERP is still subject to the listed rules, and is not valid to be broken up through calling for Security. Only public nudity is to be considered a Regulations issue; follow the rules for two players being intimate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
= ERP Adjacent Things =&lt;br /&gt;
On this server, you will come across a multitude of things that while not directly ERP themselves, can carry the insinuation of it. While you can be exposed to these items, the importance is on how they are used.Steps should be taken minimize non-consenting people&#039;s exposure to this. Even with these steps, you should accept that you will stumble upon things that are erotic in nature. The following should only be given to consenting parties;&lt;br /&gt;
&lt;br /&gt;
Aphrodesiacs and Cum&lt;br /&gt;
&lt;br /&gt;
ERP Related Chems&lt;br /&gt;
&lt;br /&gt;
Lustwish Vendor Items&lt;br /&gt;
|}&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Misc_Roleplaying_Policy&amp;diff=14276</id>
		<title>Misc Roleplaying Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Misc_Roleplaying_Policy&amp;diff=14276"/>
		<updated>2023-11-21T05:31:31Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: /* Anti-Grief Protection Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=OOC ERP Courtesy Policy=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skyrat is a sex positive server, and while erotic roleplay (ERP) is not the main focus of the server, sexual content is present and should be expected to be seen at some point. That being said, roleplay is the focus of our server, that does encompass interactions that are erotic in nature. ERP will happen, and these rules are in place to protect you, and other players who may participate. Even if you do not ERP, it is important to know these rules as they will protect you from punishment if you follow them. A golden rule when coming across ERP is to ahelp if you&#039;re not sure what to do with them, as staff are more than willing to assist in situations to make sure that you or other&#039;s privacy is maintained and respected. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Even if you are not interested in ERP, there are protections in here that you must follow in regards to other player&#039;s as well as your privacy and comfort. Not knowing these rules is not a defense from them and violations will be dealt with harshly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Public and Private Definitions==&lt;br /&gt;
===Private Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is not trafficked by the public for use and is out of the way. This can be a maintenance room, dorms, or a private office.&lt;br /&gt;
&lt;br /&gt;
===Public Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is high traffic and frequented by the crew for nominal operations. This includes halls, department lobbies and most rooms in the department. There are some exceptions to this, such as a room made into a semi-private area, e.g. the bar using curtains or other methods to block direct vision.&lt;br /&gt;
&lt;br /&gt;
===Semi-Private Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is not high traffic, but there is no guarantee of privacy. This can be the aforementioned bar area, or areas of a department that are not typically used. &lt;br /&gt;
&lt;br /&gt;
==Basic ERP Courtesy Guidelines==&lt;br /&gt;
===Anti-Grief Protection Rules===&lt;br /&gt;
&#039;&#039;&#039;0.&#039;&#039;&#039;  &#039;&#039;&#039;Respect people&#039;s prefs.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* OOC prefs are absolutes, if it says ask, you should ask, if it says no, it means &#039;&#039;&#039;&amp;lt;u&amp;gt;No.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* This expands to include people you expose by second hand, that means in no uncertain terms, you shouldn&#039;t be proudly talking about how bad you want to dick someone down over the radio, unless you know everyone on that channel has consented.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Don’t be a dick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not be toxic to others. Be respectful.&lt;br /&gt;
&lt;br /&gt;
* Do not grief players who are ERPing. Do not grief players about their ERP in IC or OOC channels.&lt;br /&gt;
* Repeat violations of this policy will be categorized as bad faith actions, and bans taken against this can result in no appeal permabans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Don’t make drama out of ERP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not ERP Bait, or use ERP to bait a player into a situation with the intention to trick them.&lt;br /&gt;
* Do not ERP as someone else’s character without their consent. This includes any intimate interactions such as kissing/groping.&lt;br /&gt;
* Calling security on players who are ERPing will be considered making drama. Ahelp instead if they are being disruptive and refuse to cooperate. &lt;br /&gt;
* Keep extreme kink activities out of public view (Noncon, hyper, bloodplay, gore, etc.)&lt;br /&gt;
* Do not levy accusations of sexual assault or non con against other players over public channels of any kind (this includes PDA messages as they are viewable by all ghosts).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; &#039;&#039;&#039;Do not call out ERP over any sort of IC or OOC channels.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not call security for players who are ERPing, this also goes for department radio channels and command channels.&lt;br /&gt;
* If command staff is urgently needed, ask them to do their job. Do not do this in bad faith. Do not interrupt if they do not comply, instead make an admin-help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.&#039;&#039;&#039; &#039;&#039;&#039;You must have OOC consent from the erping parties to interrupt ERP in a private area.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If they are in a enclosed room, use LOOC Wallpierce.&lt;br /&gt;
* If you absolutely need to go into that room for some reason and cannot get permission, ahelp first. &lt;br /&gt;
* If people are ERPing in a public area, you do not need to LOOC, however, don’t be a dick still applies as well as don’t make drama.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.&#039;&#039;&#039; &#039;&#039;&#039;Non Con ERP Can only be with LOOC consenting parties.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Non Con must be kept to subtler.&lt;br /&gt;
* Do not broadcast or draw attention to said actions. &lt;br /&gt;
* Implications of non con against parties without prior consent is not allowed. &lt;br /&gt;
* Do not create a public scene out of it.&lt;br /&gt;
* If the other player repeals their consent or says they would wish to discontinue the RP, disengage immediately. &lt;br /&gt;
* &#039;&#039;&#039;Violations of this rule will be dealt with harshly.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==Public Nudity Policy==&lt;br /&gt;
&lt;br /&gt;
Public nudity is allowed on this server. Public nudity is defined as when you are in public with genitalia (or otherwise would have genitalia exposed). Keep in mind the following rules. Note that using public nudity in a way to grief other players is not tolerated, however, the opposite is also enforced. Please do not grief any player who is engaging in public nudity, if they are being unreasonable, please ahelp and a staff will assist. When it comes to public nudity, please remember the following things.&lt;br /&gt;
&lt;br /&gt;
* Be considerate, don’t be sexual with it. &lt;br /&gt;
* Unless done intentionally for drama, it is an IC issue.&lt;br /&gt;
* Players who are ERPing, and players participating in public nudity, are not considered the same, or are to be equated as the same thing. Breaking up ERP is still subject to the listed rules, and is not valid to be broken up through calling for Security. Only public nudity is to be considered a Regulations issue; follow the rules for two players being intimate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
= ERP Adjacent Things =&lt;br /&gt;
On this server, you will come across a multitude of things that while not directly ERP themselves, can carry the insinuation of it. While you can be exposed to these items, the importance is on how they are used.Steps should be taken minimize non-consenting people&#039;s exposure to this. Even with these steps, you should accept that you will stumble upon things that are erotic in nature. The following should only be given to consenting parties;&lt;br /&gt;
&lt;br /&gt;
Aphrodesiacs and Cum&lt;br /&gt;
&lt;br /&gt;
ERP Related Chems&lt;br /&gt;
&lt;br /&gt;
Lustwish Vendor Items&lt;br /&gt;
|}&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Misc_Roleplaying_Policy&amp;diff=14275</id>
		<title>Misc Roleplaying Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Misc_Roleplaying_Policy&amp;diff=14275"/>
		<updated>2023-11-21T04:37:20Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: /* OOC ERP Courtesy Policy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=OOC ERP Courtesy Policy=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skyrat is a sex positive server, and while erotic roleplay (ERP) is not the main focus of the server, sexual content is present and should be expected to be seen at some point. That being said, roleplay is the focus of our server, that does encompass interactions that are erotic in nature. ERP will happen, and these rules are in place to protect you, and other players who may participate. Even if you do not ERP, it is important to know these rules as they will protect you from punishment if you follow them. A golden rule when coming across ERP is to ahelp if you&#039;re not sure what to do with them, as staff are more than willing to assist in situations to make sure that you or other&#039;s privacy is maintained and respected. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Even if you are not interested in ERP, there are protections in here that you must follow in regards to other player&#039;s as well as your privacy and comfort. Not knowing these rules is not a defense from them and violations will be dealt with harshly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Public and Private Definitions==&lt;br /&gt;
===Private Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is not trafficked by the public for use and is out of the way. This can be a maintenance room, dorms, or a private office.&lt;br /&gt;
&lt;br /&gt;
===Public Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is high traffic and frequented by the crew for nominal operations. This includes halls, department lobbies and most rooms in the department. There are some exceptions to this, such as a room made into a semi-private area, e.g. the bar using curtains or other methods to block direct vision.&lt;br /&gt;
&lt;br /&gt;
===Semi-Private Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is not high traffic, but there is no guarantee of privacy. This can be the aforementioned bar area, or areas of a department that are not typically used. &lt;br /&gt;
&lt;br /&gt;
==Basic ERP Courtesy Guidelines==&lt;br /&gt;
===Anti-Grief Protection Rules===&lt;br /&gt;
&#039;&#039;&#039;0.&#039;&#039;&#039;  &#039;&#039;&#039;Respect people&#039;s prefs.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* OOC prefs are absolutes, if it says ask, you should ask, if it says no, it means &#039;&#039;&#039;&amp;lt;u&amp;gt;No.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* This expands to include people you expose by second hand, that means in no uncertain terms, you shouldn&#039;t be proudly talking about how bad you want to dick someone down over the radio, unless you know everyone on that channel has consented.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Don’t be a dick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not be toxic to others. Be respectful.&lt;br /&gt;
&lt;br /&gt;
* Do not grief players who are ERPing. Do not grief players about their ERP in IC or OOC channels.&lt;br /&gt;
* Repeat violations of this policy will be categorized as bad faith actions, and bans taken against this can result in no appeal permabans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Don’t make drama out of ERP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not ERP Bait, or use ERP to bait a player into a situation with the intention to trick them.&lt;br /&gt;
* Do not ERP as someone else’s character without their consent. This includes any intimate interactions such as kissing/groping.&lt;br /&gt;
* Calling security on players who are ERPing will be considered making drama. Ahelp instead if they are being disruptive and refuse to cooperate. &lt;br /&gt;
* Keep extreme kink activities out of public view (Noncon, hyper, bloodplay, gore, etc.)&lt;br /&gt;
* Do not levy accusations of sexual assault or non con against other players over the radio.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; &#039;&#039;&#039;Do not call out ERP over any sort of IC or OOC channels.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not call security for players who are ERPing, this also goes for department radio channels and command channels.&lt;br /&gt;
* If command staff is urgently needed, ask them to do their job. Do not do this in bad faith. Do not interrupt if they do not comply, instead make an admin-help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.&#039;&#039;&#039; &#039;&#039;&#039;You must have OOC consent from the erping parties to interrupt ERP in a private area.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If they are in a enclosed room, use LOOC Wallpierce.&lt;br /&gt;
* If you absolutely need to go into that room for some reason and cannot get permission, ahelp first. &lt;br /&gt;
* If people are ERPing in a public area, you do not need to LOOC, however, don’t be a dick still applies as well as don’t make drama.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.&#039;&#039;&#039; &#039;&#039;&#039;Non Con ERP Can only be with LOOC consenting parties.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Non Con must be kept to subtler.&lt;br /&gt;
* Do not broadcast or draw attention to said actions. &lt;br /&gt;
* Implications of non con against parties without prior consent is not allowed. &lt;br /&gt;
* Do not create a public scene out of it.&lt;br /&gt;
* If the other player repeals their consent or says they would wish to discontinue the RP, disengage immediately. &lt;br /&gt;
* &#039;&#039;&#039;Violations of this rule will be dealt with harshly.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==Public Nudity Policy==&lt;br /&gt;
&lt;br /&gt;
Public nudity is allowed on this server. Public nudity is defined as when you are in public with genitalia (or otherwise would have genitalia exposed). Keep in mind the following rules. Note that using public nudity in a way to grief other players is not tolerated, however, the opposite is also enforced. Please do not grief any player who is engaging in public nudity, if they are being unreasonable, please ahelp and a staff will assist. When it comes to public nudity, please remember the following things.&lt;br /&gt;
&lt;br /&gt;
* Be considerate, don’t be sexual with it. &lt;br /&gt;
* Unless done intentionally for drama, it is an IC issue.&lt;br /&gt;
* Players who are ERPing, and players participating in public nudity, are not considered the same, or are to be equated as the same thing. Breaking up ERP is still subject to the listed rules, and is not valid to be broken up through calling for Security. Only public nudity is to be considered a Regulations issue; follow the rules for two players being intimate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
= ERP Adjacent Things =&lt;br /&gt;
On this server, you will come across a multitude of things that while not directly ERP themselves, can carry the insinuation of it. While you can be exposed to these items, the importance is on how they are used.Steps should be taken minimize non-consenting people&#039;s exposure to this. Even with these steps, you should accept that you will stumble upon things that are erotic in nature. The following should only be given to consenting parties;&lt;br /&gt;
&lt;br /&gt;
Aphrodesiacs and Cum&lt;br /&gt;
&lt;br /&gt;
ERP Related Chems&lt;br /&gt;
&lt;br /&gt;
Lustwish Vendor Items&lt;br /&gt;
|}&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Misc_Roleplaying_Policy&amp;diff=14274</id>
		<title>Misc Roleplaying Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Misc_Roleplaying_Policy&amp;diff=14274"/>
		<updated>2023-11-21T04:16:31Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: /* Anti-Grief Protection Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=OOC ERP Courtesy Policy=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skyrat is a sex positive server, and while erotic roleplay (ERP) is not the main focus of the server, sexual content is present and should be expected to be seen at some point. That being said, roleplay is the focus of our server, that does encompass interactions that are erotic in nature. ERP will happen, and these rules are in place to protect you, and other players who may participate. Even if you do not ERP, it is important to know these rules as they will protect you from punishment if you follow them. A golden rule when coming across ERP is to ahelp if you&#039;re not sure what to do with them, as staff are more than willing to assist in situations to make sure that you or other&#039;s privacy is maintained and respected. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Even if you are not interested in ERP, there are protections in here that you must follow in regards to other player&#039;s as well as your privacy and comfort. Note that not knowing these rules is not a defense from them and violations will be dealt with harshly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Public and Private Definitions==&lt;br /&gt;
===Private Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is not trafficked by the public for use and is out of the way. This can be a maintenance room, dorms, or a private office.&lt;br /&gt;
&lt;br /&gt;
===Public Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is high traffic and frequented by the crew for nominal operations. This includes halls, department lobbies and most rooms in the department. There are some exceptions to this, such as a room made into a semi-private area, e.g. the bar using curtains or other methods to block direct vision.&lt;br /&gt;
&lt;br /&gt;
===Semi-Private Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is not high traffic, but there is no guarantee of privacy. This can be the aforementioned bar area, or areas of a department that are not typically used. &lt;br /&gt;
&lt;br /&gt;
==Basic ERP Courtesy Guidelines==&lt;br /&gt;
===Anti-Grief Protection Rules===&lt;br /&gt;
&#039;&#039;&#039;0.&#039;&#039;&#039;  &#039;&#039;&#039;Respect people&#039;s prefs.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* OOC prefs are absolutes, if it says ask, you should ask, if it says no, it means &#039;&#039;&#039;&amp;lt;u&amp;gt;No.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* This expands to include people you expose by second hand, that means in no uncertain terms, you shouldn&#039;t be proudly talking about how bad you want to dick someone down over the radio, unless you know everyone on that channel has consented.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Don’t be a dick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not be toxic to others. Be respectful.&lt;br /&gt;
&lt;br /&gt;
* Do not grief players who are ERPing. Do not grief players about their ERP in IC or OOC channels.&lt;br /&gt;
* Repeat violations of this policy will be categorized as bad faith actions, and bans taken against this can result in no appeal permabans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Don’t make drama out of ERP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not ERP Bait, or use ERP to bait a player into a situation with the intention to trick them.&lt;br /&gt;
* Do not ERP as someone else’s character without their consent. This includes any intimate interactions such as kissing/groping.&lt;br /&gt;
* Calling security on players who are ERPing will be considered making drama. Ahelp instead if they are being disruptive and refuse to cooperate. &lt;br /&gt;
* Keep extreme kink activities out of public view (Noncon, hyper, bloodplay, gore, etc.)&lt;br /&gt;
* Do not levy accusations of sexual assault or non con against other players over the radio.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; &#039;&#039;&#039;Do not call out ERP over any sort of IC or OOC channels.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not call security for players who are ERPing, this also goes for department radio channels and command channels.&lt;br /&gt;
* If command staff is urgently needed, ask them to do their job. Do not do this in bad faith. Do not interrupt if they do not comply, instead make an admin-help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.&#039;&#039;&#039; &#039;&#039;&#039;You must have OOC consent from the erping parties to interrupt ERP in a private area.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If they are in a enclosed room, use LOOC Wallpierce.&lt;br /&gt;
* If you absolutely need to go into that room for some reason and cannot get permission, ahelp first. &lt;br /&gt;
* If people are ERPing in a public area, you do not need to LOOC, however, don’t be a dick still applies as well as don’t make drama.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.&#039;&#039;&#039; &#039;&#039;&#039;Non Con ERP Can only be with LOOC consenting parties.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Non Con must be kept to subtler.&lt;br /&gt;
* Do not broadcast or draw attention to said actions. &lt;br /&gt;
* Implications of non con against parties without prior consent is not allowed. &lt;br /&gt;
* Do not create a public scene out of it.&lt;br /&gt;
* If the other player repeals their consent or says they would wish to discontinue the RP, disengage immediately. &lt;br /&gt;
* &#039;&#039;&#039;Violations of this rule will be dealt with harshly.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==Public Nudity Policy==&lt;br /&gt;
&lt;br /&gt;
Public nudity is allowed on this server. Public nudity is defined as when you are in public with genitalia (or otherwise would have genitalia exposed). Keep in mind the following rules. Note that using public nudity in a way to grief other players is not tolerated, however, the opposite is also enforced. Please do not grief any player who is engaging in public nudity, if they are being unreasonable, please ahelp and a staff will assist. When it comes to public nudity, please remember the following things.&lt;br /&gt;
&lt;br /&gt;
* Be considerate, don’t be sexual with it. &lt;br /&gt;
* Unless done intentionally for drama, it is an IC issue.&lt;br /&gt;
* Players who are ERPing, and players participating in public nudity, are not considered the same, or are to be equated as the same thing. Breaking up ERP is still subject to the listed rules, and is not valid to be broken up through calling for Security. Only public nudity is to be considered a Regulations issue; follow the rules for two players being intimate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
= ERP Adjacent Things =&lt;br /&gt;
On this server, you will come across a multitude of things that while not directly ERP themselves, can carry the insinuation of it. While you can be exposed to these items, the importance is on how they are used.Steps should be taken minimize non-consenting people&#039;s exposure to this. Even with these steps, you should accept that you will stumble upon things that are erotic in nature. The following should only be given to consenting parties;&lt;br /&gt;
&lt;br /&gt;
Aphrodesiacs and Cum&lt;br /&gt;
&lt;br /&gt;
ERP Related Chems&lt;br /&gt;
&lt;br /&gt;
Lustwish Vendor Items&lt;br /&gt;
|}&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Misc_Roleplaying_Policy&amp;diff=14272</id>
		<title>Misc Roleplaying Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Misc_Roleplaying_Policy&amp;diff=14272"/>
		<updated>2023-11-17T22:08:02Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: /* ERP Adjacent Things */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=OOC ERP Courtesy Policy=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skyrat is a sex positive server, and while erotic roleplay (ERP) is not the main focus of the server, sexual content is present and should be expected to be seen at some point. That being said, roleplay is the focus of our server, that does encompass interactions that are erotic in nature. ERP will happen, and these rules are in place to protect you, and other players who may participate. Even if you do not ERP, it is important to know these rules as they will protect you from punishment if you follow them. A golden rule when coming across ERP is to ahelp if you&#039;re not sure what to do with them, as staff are more than willing to assist in situations to make sure that you or other&#039;s privacy is maintained and respected. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Even if you are not interested in ERP, there are protections in here that you must follow in regards to other player&#039;s as well as your privacy and comfort. Note that not knowing these rules is not a defense from them and violations will be dealt with harshly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Public and Private Definitions==&lt;br /&gt;
===Private Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is not trafficked by the public for use and is out of the way. This can be a maintenance room, dorms, or a private office.&lt;br /&gt;
&lt;br /&gt;
===Public Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is high traffic and frequented by the crew for nominal operations. This includes halls, department lobbies and most rooms in the department. There are some exceptions to this, such as a room made into a semi-private area, e.g. the bar using curtains or other methods to block direct vision.&lt;br /&gt;
&lt;br /&gt;
===Semi-Private Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is not high traffic, but there is no guarantee of privacy. This can be the aforementioned bar area, or areas of a department that are not typically used. &lt;br /&gt;
&lt;br /&gt;
==Basic ERP Courtesy Guidelines==&lt;br /&gt;
===Anti-Grief Protection Rules===&lt;br /&gt;
&#039;&#039;&#039;0.&#039;&#039;&#039;  &#039;&#039;&#039;Respect people&#039;s prefs.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* OOC prefs are absolutes, if it says ask, you should ask, if it says no, it means &#039;&#039;&#039;&amp;lt;u&amp;gt;No.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* This expands to include people you expose by second hand, that means in no uncertain terms, you shouldn&#039;t be proudly talking about how bad you want to dick someone down over the radio, unless you know everyone on that channel has consented.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Don’t be a dick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not be toxic to others. Be respectful.&lt;br /&gt;
&lt;br /&gt;
* Do not grief players who are ERPing. Do not grief players about their ERP in IC or OOC channels.&lt;br /&gt;
* Repeat violations of this policy will be categorized as bad faith actions, and bans taken against this can result in no appeal permabans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Don’t make drama out of ERP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not ERP Bait, or use ERP to bait a player into a situation with the intention to trick them.&lt;br /&gt;
* Do not ERP as someone else’s character without their consent. This includes any intimate interactions such as kissing/groping.&lt;br /&gt;
* Calling security on players who are ERPing will be considered making drama. Ahelp instead if they are being disruptive and refuse to cooperate. &lt;br /&gt;
* Keep extreme kink activities out of public view (Noncon, hyper, bloodplay, gore, etc.).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; &#039;&#039;&#039;Do not call out ERP over any sort of IC or OOC channels.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not call security for players who are ERPing, this also goes for department radio channels and command channels.&lt;br /&gt;
* If command staff is urgently needed, ask them to do their job. Do not do this in bad faith. Do not interrupt if they do not comply, instead make an admin-help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.&#039;&#039;&#039; &#039;&#039;&#039;You must have OOC consent from the erping parties to interrupt ERP in a private area.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If they are in a enclosed room, use LOOC Wallpierce.&lt;br /&gt;
* If you absolutely need to go into that room for some reason and cannot get permission, ahelp first. &lt;br /&gt;
* If people are ERPing in a public area, you do not need to LOOC, however, don’t be a dick still applies as well as don’t make drama.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.&#039;&#039;&#039; &#039;&#039;&#039;Non Con ERP Can only be with LOOC consenting parties.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Non Con must be kept to subtler.&lt;br /&gt;
* Do not broadcast or draw attention to said actions. &lt;br /&gt;
* Do not create a public scene out of it.&lt;br /&gt;
* If the other player repeals their consent or says they would wish to discontinue the RP, disengage immediately. &lt;br /&gt;
* &#039;&#039;&#039;Violations of this rule will be dealt with harshly.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==Public Nudity Policy==&lt;br /&gt;
&lt;br /&gt;
Public nudity is allowed on this server. Public nudity is defined as when you are in public with genitalia (or otherwise would have genitalia exposed). Keep in mind the following rules. Note that using public nudity in a way to grief other players is not tolerated, however, the opposite is also enforced. Please do not grief any player who is engaging in public nudity, if they are being unreasonable, please ahelp and a staff will assist. When it comes to public nudity, please remember the following things.&lt;br /&gt;
&lt;br /&gt;
* Be considerate, don’t be sexual with it. &lt;br /&gt;
* Unless done intentionally for drama, it is an IC issue.&lt;br /&gt;
* Players who are ERPing, and players participating in public nudity, are not considered the same, or are to be equated as the same thing. Breaking up ERP is still subject to the listed rules, and is not valid to be broken up through calling for Security. Only public nudity is to be considered a Regulations issue; follow the rules for two players being intimate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
= ERP Adjacent Things =&lt;br /&gt;
On this server, you will come across a multitude of things that while not directly ERP themselves, can carry the insinuation of it. While you can be exposed to these items, the importance is on how they are used.Steps should be taken minimize non-consenting people&#039;s exposure to this. Even with these steps, you should accept that you will stumble upon things that are erotic in nature. The following should only be given to consenting parties;&lt;br /&gt;
*Aphrodesiacs and Cum&lt;br /&gt;
*ERP Related Chems&lt;br /&gt;
*Lustwish Vendor Items&lt;br /&gt;
|}&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Misc_Roleplaying_Policy&amp;diff=14271</id>
		<title>Misc Roleplaying Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Misc_Roleplaying_Policy&amp;diff=14271"/>
		<updated>2023-11-17T22:07:39Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: /* ERP Adjacent Things */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=OOC ERP Courtesy Policy=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skyrat is a sex positive server, and while erotic roleplay (ERP) is not the main focus of the server, sexual content is present and should be expected to be seen at some point. That being said, roleplay is the focus of our server, that does encompass interactions that are erotic in nature. ERP will happen, and these rules are in place to protect you, and other players who may participate. Even if you do not ERP, it is important to know these rules as they will protect you from punishment if you follow them. A golden rule when coming across ERP is to ahelp if you&#039;re not sure what to do with them, as staff are more than willing to assist in situations to make sure that you or other&#039;s privacy is maintained and respected. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Even if you are not interested in ERP, there are protections in here that you must follow in regards to other player&#039;s as well as your privacy and comfort. Note that not knowing these rules is not a defense from them and violations will be dealt with harshly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Public and Private Definitions==&lt;br /&gt;
===Private Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is not trafficked by the public for use and is out of the way. This can be a maintenance room, dorms, or a private office.&lt;br /&gt;
&lt;br /&gt;
===Public Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is high traffic and frequented by the crew for nominal operations. This includes halls, department lobbies and most rooms in the department. There are some exceptions to this, such as a room made into a semi-private area, e.g. the bar using curtains or other methods to block direct vision.&lt;br /&gt;
&lt;br /&gt;
===Semi-Private Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is not high traffic, but there is no guarantee of privacy. This can be the aforementioned bar area, or areas of a department that are not typically used. &lt;br /&gt;
&lt;br /&gt;
==Basic ERP Courtesy Guidelines==&lt;br /&gt;
===Anti-Grief Protection Rules===&lt;br /&gt;
&#039;&#039;&#039;0.&#039;&#039;&#039;  &#039;&#039;&#039;Respect people&#039;s prefs.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* OOC prefs are absolutes, if it says ask, you should ask, if it says no, it means &#039;&#039;&#039;&amp;lt;u&amp;gt;No.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* This expands to include people you expose by second hand, that means in no uncertain terms, you shouldn&#039;t be proudly talking about how bad you want to dick someone down over the radio, unless you know everyone on that channel has consented.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Don’t be a dick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not be toxic to others. Be respectful.&lt;br /&gt;
&lt;br /&gt;
* Do not grief players who are ERPing. Do not grief players about their ERP in IC or OOC channels.&lt;br /&gt;
* Repeat violations of this policy will be categorized as bad faith actions, and bans taken against this can result in no appeal permabans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Don’t make drama out of ERP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not ERP Bait, or use ERP to bait a player into a situation with the intention to trick them.&lt;br /&gt;
* Do not ERP as someone else’s character without their consent. This includes any intimate interactions such as kissing/groping.&lt;br /&gt;
* Calling security on players who are ERPing will be considered making drama. Ahelp instead if they are being disruptive and refuse to cooperate. &lt;br /&gt;
* Keep extreme kink activities out of public view (Noncon, hyper, bloodplay, gore, etc.).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; &#039;&#039;&#039;Do not call out ERP over any sort of IC or OOC channels.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not call security for players who are ERPing, this also goes for department radio channels and command channels.&lt;br /&gt;
* If command staff is urgently needed, ask them to do their job. Do not do this in bad faith. Do not interrupt if they do not comply, instead make an admin-help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.&#039;&#039;&#039; &#039;&#039;&#039;You must have OOC consent from the erping parties to interrupt ERP in a private area.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If they are in a enclosed room, use LOOC Wallpierce.&lt;br /&gt;
* If you absolutely need to go into that room for some reason and cannot get permission, ahelp first. &lt;br /&gt;
* If people are ERPing in a public area, you do not need to LOOC, however, don’t be a dick still applies as well as don’t make drama.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.&#039;&#039;&#039; &#039;&#039;&#039;Non Con ERP Can only be with LOOC consenting parties.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Non Con must be kept to subtler.&lt;br /&gt;
* Do not broadcast or draw attention to said actions. &lt;br /&gt;
* Do not create a public scene out of it.&lt;br /&gt;
* If the other player repeals their consent or says they would wish to discontinue the RP, disengage immediately. &lt;br /&gt;
* &#039;&#039;&#039;Violations of this rule will be dealt with harshly.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==Public Nudity Policy==&lt;br /&gt;
&lt;br /&gt;
Public nudity is allowed on this server. Public nudity is defined as when you are in public with genitalia (or otherwise would have genitalia exposed). Keep in mind the following rules. Note that using public nudity in a way to grief other players is not tolerated, however, the opposite is also enforced. Please do not grief any player who is engaging in public nudity, if they are being unreasonable, please ahelp and a staff will assist. When it comes to public nudity, please remember the following things.&lt;br /&gt;
&lt;br /&gt;
* Be considerate, don’t be sexual with it. &lt;br /&gt;
* Unless done intentionally for drama, it is an IC issue.&lt;br /&gt;
* Players who are ERPing, and players participating in public nudity, are not considered the same, or are to be equated as the same thing. Breaking up ERP is still subject to the listed rules, and is not valid to be broken up through calling for Security. Only public nudity is to be considered a Regulations issue; follow the rules for two players being intimate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
= ERP Adjacent Things =&lt;br /&gt;
On this server, you will come across a multitude of things that while not directly ERP themselves, can carry the insinuation of it. While you can be exposed to these items, the importance is on how they are used.Steps should be taken minimize non-consenting people&#039;s exposure to this. Even with these steps, you should accept that you will stumble upon things that are erotic in nature. The following should only be given to consenting parties;&lt;br /&gt;
Aphrodesiacs and Cum&lt;br /&gt;
ERP Related Chems&lt;br /&gt;
Lustwish Vendor Items&lt;br /&gt;
|}&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Misc_Roleplaying_Policy&amp;diff=14268</id>
		<title>Misc Roleplaying Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Misc_Roleplaying_Policy&amp;diff=14268"/>
		<updated>2023-11-17T21:13:09Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=OOC ERP Courtesy Policy=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skyrat is a sex positive server, and while erotic roleplay (ERP) is not the main focus of the server, sexual content is present and should be expected to be seen at some point. That being said, roleplay is the focus of our server, that does encompass interactions that are erotic in nature. ERP will happen, and these rules are in place to protect you, and other players who may participate. Even if you do not ERP, it is important to know these rules as they will protect you from punishment if you follow them. A golden rule when coming across ERP is to ahelp if you&#039;re not sure what to do with them, as staff are more than willing to assist in situations to make sure that you or other&#039;s privacy is maintained and respected. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Even if you are not interested in ERP, there are protections in here that you must follow in regards to other player&#039;s as well as your privacy and comfort. Note that not knowing these rules is not a defense from them and violations will be dealt with harshly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Public and Private Definitions==&lt;br /&gt;
===Private Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is not trafficked by the public for use and is out of the way. This can be a maintenance room, dorms, or a private office.&lt;br /&gt;
&lt;br /&gt;
===Public Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is high traffic and frequented by the crew for nominal operations. This includes halls, department lobbies and most rooms in the department. There are some exceptions to this, such as a room made into a semi-private area, e.g. the bar using curtains or other methods to block direct vision.&lt;br /&gt;
&lt;br /&gt;
===Semi-Private Area===&lt;br /&gt;
&lt;br /&gt;
* Any area that is not high traffic, but there is no guarantee of privacy. This can be the aforementioned bar area, or areas of a department that are not typically used. &lt;br /&gt;
&lt;br /&gt;
==Basic ERP Courtesy Guidelines==&lt;br /&gt;
===Anti-Grief Protection Rules===&lt;br /&gt;
&#039;&#039;&#039;0.&#039;&#039;&#039;  &#039;&#039;&#039;Respect people&#039;s prefs.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* OOC prefs are absolutes, if it says ask, you should ask, if it says no, it means &#039;&#039;&#039;&amp;lt;u&amp;gt;No.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* This expands to include people you expose by second hand, that means in no uncertain terms, you shouldn&#039;t be proudly talking about how bad you want to dick someone down over the radio, unless you know everyone on that channel has consented.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Don’t be a dick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not be toxic to others. Be respectful.&lt;br /&gt;
&lt;br /&gt;
* Do not grief players who are ERPing. Do not grief players about their ERP in IC or OOC channels.&lt;br /&gt;
* Repeat violations of this policy will be categorized as bad faith actions, and bans taken against this can result in no appeal permabans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Don’t make drama out of ERP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not ERP Bait, or use ERP to bait a player into a situation with the intention to trick them.&lt;br /&gt;
* Do not ERP as someone else’s character without their consent. This includes any intimate interactions such as kissing/groping.&lt;br /&gt;
* Calling security on players who are ERPing will be considered making drama. Ahelp instead if they are being disruptive and refuse to cooperate. &lt;br /&gt;
* Keep extreme kink activities out of public view (Noncon, hyper, bloodplay, gore, etc.).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; &#039;&#039;&#039;Do not call out ERP over any sort of IC or OOC channels.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not call security for players who are ERPing, this also goes for department radio channels and command channels.&lt;br /&gt;
* If command staff is urgently needed, ask them to do their job. Do not do this in bad faith. Do not interrupt if they do not comply, instead make an admin-help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.&#039;&#039;&#039; &#039;&#039;&#039;You must have OOC consent from the erping parties to interrupt ERP in a private area.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If they are in a enclosed room, use LOOC Wallpierce.&lt;br /&gt;
* If you absolutely need to go into that room for some reason and cannot get permission, ahelp first. &lt;br /&gt;
* If people are ERPing in a public area, you do not need to LOOC, however, don’t be a dick still applies as well as don’t make drama.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.&#039;&#039;&#039; &#039;&#039;&#039;Non Con ERP Can only be with LOOC consenting parties.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Non Con must be kept to subtler.&lt;br /&gt;
* Do not broadcast or draw attention to said actions. &lt;br /&gt;
* Do not create a public scene out of it.&lt;br /&gt;
* If the other player repeals their consent or says they would wish to discontinue the RP, disengage immediately. &lt;br /&gt;
* &#039;&#039;&#039;Violations of this rule will be dealt with harshly.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==Public Nudity Policy==&lt;br /&gt;
&lt;br /&gt;
Public nudity is allowed on this server. Public nudity is defined as when you are in public with genitalia (or otherwise would have genitalia exposed). Keep in mind the following rules. Note that using public nudity in a way to grief other players is not tolerated, however, the opposite is also enforced. Please do not grief any player who is engaging in public nudity, if they are being unreasonable, please ahelp and a staff will assist. When it comes to public nudity, please remember the following things.&lt;br /&gt;
&lt;br /&gt;
* Be considerate, don’t be sexual with it. &lt;br /&gt;
* Unless done intentionally for drama, it is an IC issue.&lt;br /&gt;
* Players who are ERPing, and players participating in public nudity, are not considered the same, or are to be equated as the same thing. Breaking up ERP is still subject to the listed rules, and is not valid to be broken up through calling for Security. Only public nudity is to be considered a Regulations issue; follow the rules for two players being intimate.&lt;br /&gt;
&lt;br /&gt;
==ERP Adjacent Things==&lt;br /&gt;
&lt;br /&gt;
On this server, you will come across a multitude of things that while not directly ERP themselves, can carry the insinuation of it. While you can be exposed to these items, the importance is on how they are used.Steps should be taken minimize non-consenting people&#039;s exposure to this. Even with these steps, you should accept that you will stumble upon things that are erotic in nature. The following should only be given to consenting parties;&lt;br /&gt;
&lt;br /&gt;
*Aphrodesiacs and Cum&lt;br /&gt;
*ERP Related Chems&lt;br /&gt;
*Lustwish Vendor Items&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Bitrunner&amp;diff=14160</id>
		<title>Bitrunner</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Bitrunner&amp;diff=14160"/>
		<updated>2023-10-22T05:14:32Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP | assign=GreytideSkye }}&lt;br /&gt;
{{Needs revision|reason=Borrowed content from TG, needs images and links fixed|priority=A Cyberthreat Has Been Detected In Your Area}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #cc9966&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = SUPPLY&lt;br /&gt;
|imagebgcolor = #eeeeff&lt;br /&gt;
|img_generic = Generic bitrunner.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Bitrunner&lt;br /&gt;
|access = Cargo Bay, Cargo Office, Bitrunning Den, Maintenance, Mineral Storage, mining mech access&lt;br /&gt;
|additional = [[Mining Station]], Mining Office&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Quartermaster]]&lt;br /&gt;
|duties = Link into the netverse to solve puzzles or fight virtual battles. Deliver loot and tech to the station.&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote =&amp;quot;Cyberchase we&#039;re movin&#039;!&amp;quot; &lt;br /&gt;
}}&lt;br /&gt;
{{Cargo Dept header}}&lt;br /&gt;
A job that focuses on short, semi-offstation combat and puzzle solving to generate materials for the station. It emphasizes team play and can get considerably difficult depending on the domain chosen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Load up domains in the server, drag yourself into a netpod, read the domain info, complete the task. When finished, exit via alert or hololadder, shut the domain down, and deliver the cache to cargo.&lt;br /&gt;
&lt;br /&gt;
==Your workplace==&lt;br /&gt;
The Bitrunning Den is the home of all bitrunning equipment. Sweaty, dimly lit, and poorly decorated; you&#039;ll find an assortment of machines to link yourself to a virtual domain here. Bitrunning uses the following equipment:&lt;br /&gt;
&lt;br /&gt;
# Quantum servers&lt;br /&gt;
# Quantum console&lt;br /&gt;
# Netpods&lt;br /&gt;
# Byteforge&lt;br /&gt;
&lt;br /&gt;
==Quantum Server==&lt;br /&gt;
The driving force behind bitrunning is called a &amp;quot;quantum server&amp;quot;, a hunk of metal crudely wired together inside the den. The quantum server loads domains in one at a time and must cool down between operation. These virtual domains generally tend to focus puzzle solving or combat elements where you find and deliver a sealed crate back to the safehouse where you loaded in. It is then materialized in its processed form on the station for redemption. &lt;br /&gt;
&lt;br /&gt;
Upgrading the server can be beneficial, for instance:&lt;br /&gt;
&lt;br /&gt;
# Capacitors: Reduce the amount of cooldown time required&lt;br /&gt;
# Scanners: Detect more information in the domain selection screen&lt;br /&gt;
# Servos: Reduce the injury taken from severing connections.&lt;br /&gt;
&lt;br /&gt;
Virtual domains loaded in can be incredibly realistic - you are using your mind to pilot another person, after all. The damage you incur inside a virtual domain is often reflected back to your physical body. There are some forms of damage which do not directly translate, like toxin and suffocation. Netpods can attempt to sluggishly heal damage, but should you incur it too quickly to heal or if you die outright, you will be ejected from the netpod.&lt;br /&gt;
&lt;br /&gt;
==Quantum Consoles==&lt;br /&gt;
[[File:258600857-3a45feaf-8c80-46b2-81c9-355932d1b014.png|thumb|A quantum console UI.]]&lt;br /&gt;
The quantum console interfaces with server operations. Due to poor craftsmanship, it must be placed adjacent to a server in order to function. In the quantum console UI, you can see four key elements:&lt;br /&gt;
&lt;br /&gt;
# The number of points in the top right, these are rewarded on domain completion. Domain rewards dictate the amount of materials awarded, NP awarded to your account, and the raw points are used to purchase new domains. You do not get points for stopping a domain before the cache is retrieved. You are never locked out of loading in new domains, as there are free and entry level ones to choose from. Choosing a random domain grants extra reward points, but is not available for entry level domains.&lt;br /&gt;
# The domain list. This iterates over every available domain, but without proper components, you will be limited to seeing simpler domain info while the rest are obscured. Expanding domain info can give you an overview of the task and the rewards it may present.&lt;br /&gt;
# Connection info. This section highlights the number of connections remaining (the radio towers), then the avatars connected. While not always accurate or up to date, it can give you a quick glance at the well-being of the hosted avatars within the domain, as well as a breakdown of the damage they may have received.&lt;br /&gt;
# The currently loaded domain. This is available if the domain selected is within scanner potential, otherwise is redacted. You can also halt the current domain here. If there are currently connected avatars, the system will attempt to alert them before their connection is severed.&lt;br /&gt;
&lt;br /&gt;
==Netpod==&lt;br /&gt;
The devices which each bitrunner uses to connect into the virtual domain. Netpods are clunky, coffin-like contraptions which you must link into then submerge your body so that you don&#039;t overheat. To access one, drag your character into the unit while a domain is loaded. Some features of netpods:&lt;br /&gt;
&lt;br /&gt;
# Simple security: Not impervious, but resistant to damage and external environmental threats. If the pod takes considerable damage or is being pried open by crowbar, the occupant is alerted to the event and is given a brief moment to respond.&lt;br /&gt;
# Rudimentary healing: Netpods slowly heal damage over time. This is done to prevent avatars from dying from mysterious causes while inside the domain. However, it is not equipped for full cycle healing, and will eject its occupant once it runs out of power.&lt;br /&gt;
# Disconnection &amp;amp; Severance: Using a netpod generates an object representative of the method to disconnect to your physical body. The hololadder it creates upon entry can be walked over or clicked to return. You are also offered the chance to disconnect safely when the cache is recovered. Should you, the server, or the netpod you&#039;re using sustain critical damage or lose power, you will be ejected unsafely from the machine, which can cause brain damage.&lt;br /&gt;
# Job selection. Right-clicking a pod allows you to set the Job of the avatar for that pod, while inside a domain. Different jobs have different starting gear - Bitrun as a clown for extra &amp;lt;s&amp;gt;style points&amp;lt;/s&amp;gt; ridicule from your peers. Do note that some domains force your avatar&#039;s job to a specific choice.&lt;br /&gt;
[[File:257129401-d99073a4-2438-4600-83c0-cafb7b3fee55.gif|thumb|Entering a netpod]]&lt;br /&gt;
&lt;br /&gt;
== Byteforge ==&lt;br /&gt;
This machine handles spawning the cache from the virtual domain. Be advised that materials inside the encrypted cache are not actually transferred, as the cache is merely a symbolic representation. You will not be able to transport items or people in the encrypted cache itself.&lt;br /&gt;
&lt;br /&gt;
==Virtual Domains==&lt;br /&gt;
Virtual domains are the maps loaded in via console. They are intended to be short missions where you complete puzzles or battles in order to retrieve the cache. Each virtual domain loads in a safehouse, which serves as a gear room for the map ahead. Here, you can find marked tiles to extract the encrypted cache, hololadders to represent methods to disconnect, and sometimes gear if needed for the mission. The cache itself manifests as a secured crate, and using the domain info ability will help you retrieve it. Once found, drag the cache back to the circuit tiles in the safehouse. These are sometimes in different locations, but should be similar in appearance. You can confirm it is an extraction tile by examination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Things to note while in domain:&lt;br /&gt;
&lt;br /&gt;
* Avatar damage can be reflected onto the host&#039;s body. Healing is not. The host body slowly heals while inside a netpod, but if you sustain damage too quickly, or take damage which knocks you unconscious, you will be disconnected.&lt;br /&gt;
* Not all forms of damage are reflected onto the host&#039;s body.&lt;br /&gt;
* You may only generate a small number of avatars. This is dependent on the safehouse / domain chosen - The only limit to this is the number of hololadder landmarks spawned in the safehouse.&lt;br /&gt;
* You are rewarded for speed, difficulty, and handling threats.&lt;br /&gt;
* Threats can be benign or malignant. Ghosts are very capable of spawning in and thwarting your efforts. They can also appear and be helpful. There is no restriction on their behavior in the virtual domain - All Bitrunners are valid inside domains..&lt;br /&gt;
* You do not always need to reach the hololadder to disconnect. Completing a domain offers an alert which can be clicked to disconnect immediately. There are also other unsafe methods. Termination of your avatar will return you to your host body.&lt;br /&gt;
&lt;br /&gt;
==Vendor Rewards==&lt;br /&gt;
While bitrunning, you accrue rewards in the form of NexaPoints(&#039;&#039;&#039;TM&#039;&#039;&#039;) for the NexaCache vendor. The vendor works very similarly to mining vendors: Placing an order can either put it in the cargo shuttle orders, or deliver it immediately via an express pod. The vendor rewards range from cosmetic, to helpful, to abilities.&lt;br /&gt;
&lt;br /&gt;
* Cosmetic items: Don the cringiest gear in the galaxy. Become the One. Stocked with items like borritos and space cola, you can use this category to achieve negative style points.&lt;br /&gt;
* Helpful tech: Buying items in this category grant technology designs which can be redeemed at the station&#039;s benefit - BEPIS tech. Long forgotten and barely used, it&#039;s found a home here for the benevolent Bitrunner.&lt;br /&gt;
* Ability Disks: The last category constitutes the selfish path of bitrunning - Buffing one&#039;s own Bitrunning capability. You will find disks that grant items or abilities here. To use them, order them, activate them in hand to make a selection, then carry it on your person (ie: in your bag or pockets) when entering a virtual domain. Some of these disks can grant incredible power.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Upgrading the server can greatly increase efficiency and quality of life. You will be granted higher rewards, take less damage if you die, and the server will cool down faster.&lt;br /&gt;
* Upgrading other machines (currently) has no effect.&lt;br /&gt;
* Lost? Domains offer information as an ability upon entering a domain. Sometimes cryptic, but the clues to puzzles are often in the first paragraph of the domain information itself.&lt;br /&gt;
* Playing with more players increases server rewards. Team up!&lt;br /&gt;
* If you die or otherwise have your connection severed, wait inside the netpod until it ejects you itself. It will heal all damage except organ damage.&lt;br /&gt;
* If you&#039;re stuck inside of a domain, even as a shadow of your former self (say, a gondola), you&#039;re always capable of leaving the simulation... Unsafely. Death by any means is effective.&lt;br /&gt;
* Domains are hostile. Do not trust mobs, dead or alive, to not become sentient.&lt;br /&gt;
* Purchase or &amp;quot;purchase&amp;quot; a  [[Guide_to_robotics#Medibot|Medibot]] and leave it in the Den to call out over the radio critically injured bitrunners who eject themselves from the netpod before it heals them.&lt;br /&gt;
* If you don&#039;t have any extra Bitrunners, you can also ask chemistry for [[Guide_to_chemistry#Mannitol|Mannitol]] to repair brain damage. &lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Paramedic&amp;diff=14159</id>
		<title>Paramedic</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Paramedic&amp;diff=14159"/>
		<updated>2023-10-22T05:08:20Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: /*  Paramedic Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|colour = 3F7597&lt;br /&gt;
|hcolour = white&lt;br /&gt;
|bcolour = 3F7597&lt;br /&gt;
|bhcolour = white&lt;br /&gt;
|ebcolour = 3F7597&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #66ccff&lt;br /&gt;
|img_generic = Paramedic_basic2.png&lt;br /&gt;
|img = Generic_Paramedic.png&lt;br /&gt;
|jobtitle = Paramedic&lt;br /&gt;
|access = Medbay, Morgue, Maintenance, E.V.A., Most department lobbies, Mineral Storage&lt;br /&gt;
|additional = [[Genetics Lab]], [[Operating Theatre|Surgery]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Run around the station looking for patients, respond to emergencies, give patients a roller bed ride to medbay&lt;br /&gt;
|guides = [[Guide to medicine|Guide to Medicine]], [[Surgery|Guide to Surgery]], [[Guide to Traumas]], [[Guide to Wounds]]&lt;br /&gt;
|quote = I swear, the next schmuck that gets spaced without suit sensors is staying there.&lt;br /&gt;
|requirements = Find and bring injured crew members to Medbay so they can be treated by [[Medical_Doctor|the doctors]].}}&lt;br /&gt;
{{Medical Dept header}}&lt;br /&gt;
&lt;br /&gt;
You are essentially a rescue medic. You spend most of your time outside medbay and therefore have reduced access. However you have increased access to the rest of the station.&lt;br /&gt;
&lt;br /&gt;
You spawn with a [[File:Medicalbelt.png]] Medical Belt full of stuff, a collapsed [[File:Roller_Bed.png]] Roller Bed and a Proximity Crew Pinpointer in Medbay Lobby.&amp;lt;br&amp;gt;&lt;br /&gt;
You will most likely want to get the Handheld Crew Monitor from your belt, a better Crew Pinpointer from one of the NanoMed Plus vending machines, a Health Scanner HUD and a Health Analyzer. After gearing up, go patrol the station looking for patients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic skills:&#039;&#039;&#039; Enforce suit sensors, perform first aid, &#039;&#039;&#039;don&#039;t drag bleeding people over the halls&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced skills:&#039;&#039;&#039; Be able to do deal with all kinds of damage on the spot, know how to use a defibrillator, be efficient at healing more with less, rescue people from faraway places.&lt;br /&gt;
&lt;br /&gt;
[[File:Medbay.png|300px|thumb|link=http://puu.sh/3EEVj.png|[[Medbay]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Roller_Bed.png]] Medbay to bar, quick!==&lt;br /&gt;
When you are a Paramedic, your job is to rescue people, take them to medbay, and leave them to be treated there. You can also perform first aid, diagnosing injuries and diseases with the help of a [[File:Health_analyzer.gif|link=Special:FilePath/Health_analyzer.gif]] health analyzer, printable from the medical techfab, or even your PDA.&amp;lt;br&amp;gt;&lt;br /&gt;
Most of the times, your Handheld Crew Monitor will tell you enough. At least as long as people have their suit sensors on. Keep the monitor screen on and put it in your pocket or jacket slot, it&#039;s extremely useful. When someone shows up as damaged, find them with your pinpointer and either suggest them to go to medbay or take them there.&amp;lt;br&amp;gt;&lt;br /&gt;
The job is very simple. Find and transport people safely to medbay. But even that can prove challenging under [[Nuclear_Operative|certain]] [[Revolutionary|hostile]] [[Blood_Cult|scenarios]], so be prepared. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a first step towards becoming a good Paramedic, you are recommended to read the [[Guide_to_medicine|Guide to medicine]]. You will learn how to treat many different ailments.&lt;br /&gt;
&lt;br /&gt;
==[[File:Medicallocker.png]] Medical Storage==&lt;br /&gt;
The main reason you&#039;ll come into this room is to grab one of the [[File:MedGlasses.png]] Health Scanners on the table. These totally not anime inspired eyewear pieces let you see people&#039;s healthbars over their head. Not only is this useful for finding critical patients quickly in a crowd, but the [[HUD#Medical_HUD_Icons|red cross next to their healthbar]] will change to a sickly face if they&#039;re infected with a virus, or a purple xenomorph if they&#039;re infected with an [[alien]] larva. Chemists, Geneticists and many others will sometimes want these, too.&lt;br /&gt;
&lt;br /&gt;
You might want to also buy a better pinpointer from the NanoMed Plus and a Health Scanner. You can find biosuits for when the [[virologist]] fucks up. There are also spare first-aid kits that are very disputed, so try to be mindful when you take them and perhaps even warn [[Chief_Medical_Officer|your boss]].&lt;br /&gt;
&lt;br /&gt;
==Advanced Paramedic Work==&lt;br /&gt;
Giving drunk bar patrons roller bed rides not your style? Want to be a hero? Well, you probably won&#039;t, but you certainly can do more.&amp;lt;br&amp;gt;&lt;br /&gt;
Never forget that you have Maintenance and E.V.A. for a reason: You are expected to retrieve lost bodies. Engineering blew up again? Get your spacesuit and bring the boys back home so they can fix their own mess. Space man [[Head_of_Personnel|HoP]] forgot to refill his oxygen tank? Off you go. In some cases, you can even go in your own little lavaland adventure to retrieve a [[Shaft_Miner|miner&#039;s]] corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
With you around, nobody has to stay dead!&lt;br /&gt;
&lt;br /&gt;
===[[File:Medicalbelt.png]] The emergency utility belt===&lt;br /&gt;
Once you get used to [[Guide_to_medicine|standard medical procedures]], you can ask [[Medical_Doctor|the doctors]] for their starting [[File:SMed.png]] medkit. It and one or two chems in your bag should be more than ideal.&amp;lt;br&amp;gt;&lt;br /&gt;
If they are stingy, make do by stuffing a second belt full of things that allow you to get people up and running by yourself.&lt;br /&gt;
* [[File:Suture.png]] Sutures. In all basic medkits and extremely cheap to heal brute damage. Get faster as you get experience.&lt;br /&gt;
* [[File:Regenerative_mesh.png]] Regenerative mesh. In all basic medkits and extremely cheap to heal burn damage. Get faster as you get experience.&lt;br /&gt;
* [[File:Scalpel.png]] Basic [[Surgery|surgery]] tools. While you could technically perform surgery, this is a work better left for [[Medical_Doctor|doctors]]. Have a set of basic tools ([[File:Drapes.png]]Drapes, [[File:Scalpel.png]]Scalpel, [[File:Hemostat.png]]Hemostat and [[File:Cautery.png]]) to treat [[Guide to Wounds|wounds]] like severe burns.&lt;br /&gt;
* [[File:Cleaner.png]] [[Guide_to_chemistry#Hercuri|Hercuri]] Spray. Cools down temperature and treats burns slowly. Expendable and abundant, but basically freezes the patient. Tell them to get coffee after. Spray away the [[Assistant|tide]] when they fail their hacks and ask for help.&lt;br /&gt;
* [[File:Bandaid_brute.png]] [[Guide_to_chemistry|Chem]] patches, syringes, gels and sprays. These allow you to heal damage a lot faster, but the ones found in the NanoMed and in medkits are usually limited. [[Guide_to_chemistry#Libital|Libital]], [[Guide_to_chemistry#Aiuri|Aiuri]] and [[Guide_to_chemistry#Syriniver|Syriniver]] are good examples of cheap useful chems, even though they have side effects.&lt;br /&gt;
* [[File:MediPen.png]] Medipens. Exceptional for healing a lot of damage very quick and efficiently, but scarce. Save for emergencies or leave them there. [[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]], [[Guide_to_chemistry#Oxandrolone|Oxandrolone]] and [[Guide_to_chemistry#Pentetic_Acid|Pentetic Acid]] can all be found in their specific medkits.&lt;br /&gt;
&lt;br /&gt;
===[[File:Defib.png]] Clear!===&lt;br /&gt;
If a patient has died recently, you may be able to use the &#039;&#039;&#039;defibrillator&#039;&#039;&#039; to revive them on the spot. The [[Medical_items#Defibrillator|defibrillator]] can be found in [[Medical_Doctor|Medical Doctor]] lockers (plus a more portable version in the CMO&#039;s locker or medical techfab after some research is done). &lt;br /&gt;
&lt;br /&gt;
To use a normal bulky defibrillator, take off your backpack or satchel, put the defib on your back and click it, get your other hand free and activate the paddles to wield them in both hands, then click on the patient while targeting their chest. If the patient is wearing a thick suit like a space suit or firesuit you need to strip it off as well. STOP DRAGGING the patient, if you are, to prevent yourself from being shocked as well.&lt;br /&gt;
&lt;br /&gt;
In order to successfully resuscitate a patient, several criteria must be met:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. The patient must not have over 180 brute or burn damage; 179 brute and 179 burn is fine, just not 180 of one type. Reduce their damage below 180, and you can try again.&lt;br /&gt;
&lt;br /&gt;
2. The patient must not be a suicide.&lt;br /&gt;
&lt;br /&gt;
3. The patient must not be catatonic.&lt;br /&gt;
&lt;br /&gt;
4. The patient must be in their body (they will get a message when they begin being defibrillated).&lt;br /&gt;
&lt;br /&gt;
5. The patient must have a heart. Plasmamen do &#039;&#039;&#039;not&#039;&#039;&#039; have hearts, for example.&lt;br /&gt;
&lt;br /&gt;
6. If the patient has a heart, it must not have decayed completely. If there&#039;s too much heart decay, you&#039;ll need to replace it or perform a [[Surgery#Coronary_Bypass|coronary bypass]].&lt;br /&gt;
&lt;br /&gt;
If all these factors are met, then the patient will come back to life! However, this doesn&#039;t mean they can just get right back up. Instead, they&#039;ll likely still be deep in critical condition, as a successful revival only removes a bit of each damage type. They must quickly receive medical attention if you want to keep them alive. Make sure to use a health analyzer or your PDA to check how they died; if they have harmful chemicals in their body, they most likely still do (chemicals remain in bodies after death, but do not metabolize).&lt;br /&gt;
&lt;br /&gt;
==[[File:MedGlasses.png]] Paramedic Equipment==&lt;br /&gt;
Medbay has quite the collection of tools and chemicals to make your job easier (or harder). Some deserve the mention, others are situational.&lt;br /&gt;
&lt;br /&gt;
Here is a list of stuff that either Paramedics spawn with, or are available in medbay:&lt;br /&gt;
* [[File:Compactdefib.png]] [[Medical_items#Compact_Defibrillator|Compact Defibrillator]]. The only way to defib on the go. Needs research or a lot of begging to the CMO.&lt;br /&gt;
* Crew Pinpointers. The one that you spawn with only activates close to whoever you&#039;re tracking. You can, however, buy a proper Crew Pinpointer in the Nanomed Plus vending machine with your starting money.&lt;br /&gt;
* [[File:Evahelmet.png]] E.V.A. Modsuit. A simple modsuit that fits on your back. One is located in medical in the Suit Storage Unit.&lt;br /&gt;
* Handheld Crew Monitors. Arguably the most useful item you can hope to have. Using the information from suit sensors, it will give you all you need to know anywhere. Allows you to chill by the bar without much care.&lt;br /&gt;
* [[File:Health_analyzer.gif|link=Special:FilePath/Health_analyzer.gif]] Health Analyzers. Allow you to check someone&#039;s condition further than the Crew Monitor, showing diseases, traumas and chemicals in their blood (activate the item to toggle Chemical mode). An advanced version can be researched and printed at the medical techfab.&lt;br /&gt;
* [[File:MedGlasses.png]] Health Scanners. Immediate visual information for any living mob in your field of view. Not as robust as a proper Health Analyzer, but will help you quickly identify problems on passersby. A night vision upgrade is researchable.&lt;br /&gt;
* [[File:Medicalbelt.png]] Medical Belt. Extremely useful, as it can hold most relevant tools and medicine. Can also hold cigarettes and lighters. The one you spawn with has a Handheld Crew Monitor and some less important medicine that you can right click to check their use. Fits in your bag.&lt;br /&gt;
* [[File:Nitrile_gloves.png]] [[Clothing_and_Accessories#Nitrile_Gloves|Nitrile Gloves]]. Keep your fingerprints to yourself. The [[Detective]] will thank you for keeping those on.&lt;br /&gt;
* [[File:Roller_Bed.png]] Roller Beds. Dragging bleeding people will make them bleed even more, as well as making you slower. These are often helpful and sometimes vital. Also fun and collapsible.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light_Bulb.png]] Tips==&lt;br /&gt;
* The bar has several drinks that help top off damage. Cream for brute, Lime Juice for toxin, Orange Juice for oxygen, Tomato Juice for burn, Blood Mary for blood and more.&lt;br /&gt;
* Raw carrots heal eye damage.&lt;br /&gt;
* Star-Kist is just cola with orange juice. This means that it will metabolize a bit faster and can be used as a poor man&#039;s medicine to speed up CPR.&lt;br /&gt;
* Wearing earmuffs will heal ear damage.&lt;br /&gt;
* Wearing a blindfold will heal eye damage.&lt;br /&gt;
* People with MODSuits on cannot be defibbed.&lt;br /&gt;
* If you&#039;re not sure if someone&#039;s damage is too much, you can PDA them to ask if they need medical assistance.&lt;br /&gt;
* Even as a non-antag, try to carry a toolbelt with you to hack when needed and to crowbar open doors. Extra access can also work to this effect.&lt;br /&gt;
* When needed, ask your patients for their epipen. You could also take it while they are down. It&#039;s safer to have yours saved for an emergency.&lt;br /&gt;
* [[Guide_to_chemistry#Miner&#039;s Salve|Miner&#039;s Salve]] can be made with a twinkie, plasma sheet and iron sheet in a grinder.&lt;br /&gt;
* Don&#039;t forget to check the NanoMed for Libital and Aiuri gel. They are very very good.Or just bug the chemist to do their job.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 3F7597&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Paramedic&amp;diff=14158</id>
		<title>Paramedic</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Paramedic&amp;diff=14158"/>
		<updated>2023-10-22T05:08:08Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|colour = 3F7597&lt;br /&gt;
|hcolour = white&lt;br /&gt;
|bcolour = 3F7597&lt;br /&gt;
|bhcolour = white&lt;br /&gt;
|ebcolour = 3F7597&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #66ccff&lt;br /&gt;
|img_generic = Paramedic_basic2.png&lt;br /&gt;
|img = Generic_Paramedic.png&lt;br /&gt;
|jobtitle = Paramedic&lt;br /&gt;
|access = Medbay, Morgue, Maintenance, E.V.A., Most department lobbies, Mineral Storage&lt;br /&gt;
|additional = [[Genetics Lab]], [[Operating Theatre|Surgery]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Run around the station looking for patients, respond to emergencies, give patients a roller bed ride to medbay&lt;br /&gt;
|guides = [[Guide to medicine|Guide to Medicine]], [[Surgery|Guide to Surgery]], [[Guide to Traumas]], [[Guide to Wounds]]&lt;br /&gt;
|quote = I swear, the next schmuck that gets spaced without suit sensors is staying there.&lt;br /&gt;
|requirements = Find and bring injured crew members to Medbay so they can be treated by [[Medical_Doctor|the doctors]].}}&lt;br /&gt;
{{Medical Dept header}}&lt;br /&gt;
&lt;br /&gt;
You are essentially a rescue medic. You spend most of your time outside medbay and therefore have reduced access. However you have increased access to the rest of the station.&lt;br /&gt;
&lt;br /&gt;
You spawn with a [[File:Medicalbelt.png]] Medical Belt full of stuff, a collapsed [[File:Roller_Bed.png]] Roller Bed and a Proximity Crew Pinpointer in Medbay Lobby.&amp;lt;br&amp;gt;&lt;br /&gt;
You will most likely want to get the Handheld Crew Monitor from your belt, a better Crew Pinpointer from one of the NanoMed Plus vending machines, a Health Scanner HUD and a Health Analyzer. After gearing up, go patrol the station looking for patients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic skills:&#039;&#039;&#039; Enforce suit sensors, perform first aid, &#039;&#039;&#039;don&#039;t drag bleeding people over the halls&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced skills:&#039;&#039;&#039; Be able to do deal with all kinds of damage on the spot, know how to use a defibrillator, be efficient at healing more with less, rescue people from faraway places.&lt;br /&gt;
&lt;br /&gt;
[[File:Medbay.png|300px|thumb|link=http://puu.sh/3EEVj.png|[[Medbay]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Roller_Bed.png]] Medbay to bar, quick!==&lt;br /&gt;
When you are a Paramedic, your job is to rescue people, take them to medbay, and leave them to be treated there. You can also perform first aid, diagnosing injuries and diseases with the help of a [[File:Health_analyzer.gif|link=Special:FilePath/Health_analyzer.gif]] health analyzer, printable from the medical techfab, or even your PDA.&amp;lt;br&amp;gt;&lt;br /&gt;
Most of the times, your Handheld Crew Monitor will tell you enough. At least as long as people have their suit sensors on. Keep the monitor screen on and put it in your pocket or jacket slot, it&#039;s extremely useful. When someone shows up as damaged, find them with your pinpointer and either suggest them to go to medbay or take them there.&amp;lt;br&amp;gt;&lt;br /&gt;
The job is very simple. Find and transport people safely to medbay. But even that can prove challenging under [[Nuclear_Operative|certain]] [[Revolutionary|hostile]] [[Blood_Cult|scenarios]], so be prepared. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a first step towards becoming a good Paramedic, you are recommended to read the [[Guide_to_medicine|Guide to medicine]]. You will learn how to treat many different ailments.&lt;br /&gt;
&lt;br /&gt;
==[[File:Medicallocker.png]] Medical Storage==&lt;br /&gt;
The main reason you&#039;ll come into this room is to grab one of the [[File:MedGlasses.png]] Health Scanners on the table. These totally not anime inspired eyewear pieces let you see people&#039;s healthbars over their head. Not only is this useful for finding critical patients quickly in a crowd, but the [[HUD#Medical_HUD_Icons|red cross next to their healthbar]] will change to a sickly face if they&#039;re infected with a virus, or a purple xenomorph if they&#039;re infected with an [[alien]] larva. Chemists, Geneticists and many others will sometimes want these, too.&lt;br /&gt;
&lt;br /&gt;
You might want to also buy a better pinpointer from the NanoMed Plus and a Health Scanner. You can find biosuits for when the [[virologist]] fucks up. There are also spare first-aid kits that are very disputed, so try to be mindful when you take them and perhaps even warn [[Chief_Medical_Officer|your boss]].&lt;br /&gt;
&lt;br /&gt;
==Advanced Paramedic Work==&lt;br /&gt;
Giving drunk bar patrons roller bed rides not your style? Want to be a hero? Well, you probably won&#039;t, but you certainly can do more.&amp;lt;br&amp;gt;&lt;br /&gt;
Never forget that you have Maintenance and E.V.A. for a reason: You are expected to retrieve lost bodies. Engineering blew up again? Get your spacesuit and bring the boys back home so they can fix their own mess. Space man [[Head_of_Personnel|HoP]] forgot to refill his oxygen tank? Off you go. In some cases, you can even go in your own little lavaland adventure to retrieve a [[Shaft_Miner|miner&#039;s]] corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
With you around, nobody has to stay dead!&lt;br /&gt;
&lt;br /&gt;
===[[File:Medicalbelt.png]] The emergency utility belt===&lt;br /&gt;
Once you get used to [[Guide_to_medicine|standard medical procedures]], you can ask [[Medical_Doctor|the doctors]] for their starting [[File:SMed.png]] medkit. It and one or two chems in your bag should be more than ideal.&amp;lt;br&amp;gt;&lt;br /&gt;
If they are stingy, make do by stuffing a second belt full of things that allow you to get people up and running by yourself.&lt;br /&gt;
* [[File:Suture.png]] Sutures. In all basic medkits and extremely cheap to heal brute damage. Get faster as you get experience.&lt;br /&gt;
* [[File:Regenerative_mesh.png]] Regenerative mesh. In all basic medkits and extremely cheap to heal burn damage. Get faster as you get experience.&lt;br /&gt;
* [[File:Scalpel.png]] Basic [[Surgery|surgery]] tools. While you could technically perform surgery, this is a work better left for [[Medical_Doctor|doctors]]. Have a set of basic tools ([[File:Drapes.png]]Drapes, [[File:Scalpel.png]]Scalpel, [[File:Hemostat.png]]Hemostat and [[File:Cautery.png]]) to treat [[Guide to Wounds|wounds]] like severe burns.&lt;br /&gt;
* [[File:Cleaner.png]] [[Guide_to_chemistry#Hercuri|Hercuri]] Spray. Cools down temperature and treats burns slowly. Expendable and abundant, but basically freezes the patient. Tell them to get coffee after. Spray away the [[Assistant|tide]] when they fail their hacks and ask for help.&lt;br /&gt;
* [[File:Bandaid_brute.png]] [[Guide_to_chemistry|Chem]] patches, syringes, gels and sprays. These allow you to heal damage a lot faster, but the ones found in the NanoMed and in medkits are usually limited. [[Guide_to_chemistry#Libital|Libital]], [[Guide_to_chemistry#Aiuri|Aiuri]] and [[Guide_to_chemistry#Syriniver|Syriniver]] are good examples of cheap useful chems, even though they have side effects.&lt;br /&gt;
* [[File:MediPen.png]] Medipens. Exceptional for healing a lot of damage very quick and efficiently, but scarce. Save for emergencies or leave them there. [[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]], [[Guide_to_chemistry#Oxandrolone|Oxandrolone]] and [[Guide_to_chemistry#Pentetic_Acid|Pentetic Acid]] can all be found in their specific medkits.&lt;br /&gt;
&lt;br /&gt;
===[[File:Defib.png]] Clear!===&lt;br /&gt;
If a patient has died recently, you may be able to use the &#039;&#039;&#039;defibrillator&#039;&#039;&#039; to revive them on the spot. The [[Medical_items#Defibrillator|defibrillator]] can be found in [[Medical_Doctor|Medical Doctor]] lockers (plus a more portable version in the CMO&#039;s locker or medical techfab after some research is done). &lt;br /&gt;
&lt;br /&gt;
To use a normal bulky defibrillator, take off your backpack or satchel, put the defib on your back and click it, get your other hand free and activate the paddles to wield them in both hands, then click on the patient while targeting their chest. If the patient is wearing a thick suit like a space suit or firesuit you need to strip it off as well. STOP DRAGGING the patient, if you are, to prevent yourself from being shocked as well.&lt;br /&gt;
&lt;br /&gt;
In order to successfully resuscitate a patient, several criteria must be met:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. The patient must not have over 180 brute or burn damage; 179 brute and 179 burn is fine, just not 180 of one type. Reduce their damage below 180, and you can try again.&lt;br /&gt;
&lt;br /&gt;
2. The patient must not be a suicide.&lt;br /&gt;
&lt;br /&gt;
3. The patient must not be catatonic.&lt;br /&gt;
&lt;br /&gt;
4. The patient must be in their body (they will get a message when they begin being defibrillated).&lt;br /&gt;
&lt;br /&gt;
5. The patient must have a heart. Plasmamen do &#039;&#039;&#039;not&#039;&#039;&#039; have hearts, for example.&lt;br /&gt;
&lt;br /&gt;
6. If the patient has a heart, it must not have decayed completely. If there&#039;s too much heart decay, you&#039;ll need to replace it or perform a [[Surgery#Coronary_Bypass|coronary bypass]].&lt;br /&gt;
&lt;br /&gt;
If all these factors are met, then the patient will come back to life! However, this doesn&#039;t mean they can just get right back up. Instead, they&#039;ll likely still be deep in critical condition, as a successful revival only removes a bit of each damage type. They must quickly receive medical attention if you want to keep them alive. Make sure to use a health analyzer or your PDA to check how they died; if they have harmful chemicals in their body, they most likely still do (chemicals remain in bodies after death, but do not metabolize).&lt;br /&gt;
&lt;br /&gt;
==[[File:MedGlasses.png]] Paramedic Equipment==&lt;br /&gt;
Medbay has quite the collection of tools and chemicals to make your job easier (or harder). Some deserve the mention, others are situational.&lt;br /&gt;
&lt;br /&gt;
Here is a list of stuff that either Paramedics spawn with, or are available in medbay:&lt;br /&gt;
* [[File:Compactdefib.png]] [[Medical_items#Compact_Defibrillator|Compact Defibrillator]]. The only way to defib on the go. Needs research or a lot of begging to the CMO.&lt;br /&gt;
* Crew Pinpointers. The one that you spawn with only activates close to whoever you&#039;re tracking. You can, however, buy a proper Crew Pinpointer in the Nanomed Plus vending machine with your starting money.&lt;br /&gt;
* [[File:Evahelmet.png]] E.V.A. Modsuit. A simple modsuit that fits on your back. One is located in medical.&lt;br /&gt;
* Handheld Crew Monitors. Arguably the most useful item you can hope to have. Using the information from suit sensors, it will give you all you need to know anywhere. Allows you to chill by the bar without much care.&lt;br /&gt;
* [[File:Health_analyzer.gif|link=Special:FilePath/Health_analyzer.gif]] Health Analyzers. Allow you to check someone&#039;s condition further than the Crew Monitor, showing diseases, traumas and chemicals in their blood (activate the item to toggle Chemical mode). An advanced version can be researched and printed at the medical techfab.&lt;br /&gt;
* [[File:MedGlasses.png]] Health Scanners. Immediate visual information for any living mob in your field of view. Not as robust as a proper Health Analyzer, but will help you quickly identify problems on passersby. A night vision upgrade is researchable.&lt;br /&gt;
* [[File:Medicalbelt.png]] Medical Belt. Extremely useful, as it can hold most relevant tools and medicine. Can also hold cigarettes and lighters. The one you spawn with has a Handheld Crew Monitor and some less important medicine that you can right click to check their use. Fits in your bag.&lt;br /&gt;
* [[File:Nitrile_gloves.png]] [[Clothing_and_Accessories#Nitrile_Gloves|Nitrile Gloves]]. Keep your fingerprints to yourself. The [[Detective]] will thank you for keeping those on.&lt;br /&gt;
* [[File:Roller_Bed.png]] Roller Beds. Dragging bleeding people will make them bleed even more, as well as making you slower. These are often helpful and sometimes vital. Also fun and collapsible.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light_Bulb.png]] Tips==&lt;br /&gt;
* The bar has several drinks that help top off damage. Cream for brute, Lime Juice for toxin, Orange Juice for oxygen, Tomato Juice for burn, Blood Mary for blood and more.&lt;br /&gt;
* Raw carrots heal eye damage.&lt;br /&gt;
* Star-Kist is just cola with orange juice. This means that it will metabolize a bit faster and can be used as a poor man&#039;s medicine to speed up CPR.&lt;br /&gt;
* Wearing earmuffs will heal ear damage.&lt;br /&gt;
* Wearing a blindfold will heal eye damage.&lt;br /&gt;
* People with MODSuits on cannot be defibbed.&lt;br /&gt;
* If you&#039;re not sure if someone&#039;s damage is too much, you can PDA them to ask if they need medical assistance.&lt;br /&gt;
* Even as a non-antag, try to carry a toolbelt with you to hack when needed and to crowbar open doors. Extra access can also work to this effect.&lt;br /&gt;
* When needed, ask your patients for their epipen. You could also take it while they are down. It&#039;s safer to have yours saved for an emergency.&lt;br /&gt;
* [[Guide_to_chemistry#Miner&#039;s Salve|Miner&#039;s Salve]] can be made with a twinkie, plasma sheet and iron sheet in a grinder.&lt;br /&gt;
* Don&#039;t forget to check the NanoMed for Libital and Aiuri gel. They are very very good.Or just bug the chemist to do their job.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 3F7597&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Chief_Engineer&amp;diff=14157</id>
		<title>Chief Engineer</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Chief_Engineer&amp;diff=14157"/>
		<updated>2023-10-22T05:06:18Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: /*  Atmosia, the Great City-State of Pipes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = FF9D00&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = FF9D00&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = FF9D00&lt;br /&gt;
 |img = Generic_ce.png&lt;br /&gt;
 |stafftype = ENGINEERING&lt;br /&gt;
 |jobtitle = Chief Engineer&lt;br /&gt;
 |access = All Engineering Departments, Power Equipment, CE Office, Construction Site, Bridge, Maintenance, EVA, Tech Storage, Telecommunications, External airlocks, Brig, Mineral Storage&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Captain]]&lt;br /&gt;
 |duties = Coordinate engineering, ensure equipment doesn&#039;t get stolen, make sure the  [[Supermatter]] doesn&#039;t blow up, maintain [[Telecoms]].&lt;br /&gt;
 |guides = [[Chain of Command]], [[Hacking]], [[Guide to construction]], [[Guide to advanced construction]], [[Supermatter|Supermatter Engine]], [[Tesla Engine]], [[Solars]], Turbine, [[Guide to Telecommunications]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]]&lt;br /&gt;
 |requirements = Make sure that at least one power source goes online at the start of the round. Know what to do when Telecommunications and the cloner get blown up. Know how to repair the station and its machines such as APCs.}}&lt;br /&gt;
{{Engineering Dept header}}&lt;br /&gt;
&lt;br /&gt;
Know that guy who builds all the things?  Well, he has a boss, and it&#039;s you! You are the head of the Engineering Department, which includes not only [[Station Engineer]]s, but [[Atmospheric Technician]]s as well. Essentially, your job is to boss your staff around and make sure [[Supermatter|the power flows]]. Other than directing the workflow of the department, you&#039;re also expected to carry out general [[Station Engineer|engineer]]-duties and maintain [[Telecomms]]. To be a good CE it is imperative that you have a good working knowledge of how APCs, SMES cells and power in general works, how to decipher atmospherics, how to efficiently set up the [[Supermatter]] and solars and how to get your charges&#039; sorry asses moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic skills:&#039;&#039;&#039; The entirety of [[Guide to construction|Engineering]], [[Guide to Telecommunications|Telecoms]] and [[Guide to Atmospherics|Atmospherics]]. Communicate with your staff and teach inexperienced team members.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced skills:&#039;&#039;&#039; Advanced optimization of station power sources Atmospherics. Coordinate your team to fix the station once meteors, nuke ops and malfunctioning AIs hit. Be robust enough to deal with rogue Cyborgs and Revolutionaries.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Advanced Hardsuit Helmet.png]] Station Foreman ==&lt;br /&gt;
It&#039;s no secret that Engineers are more often than not the laziest of the station&#039;s crew and that there is no job that surpasses the capacity for an Atmospheric Technician to be completely clueless about his own department. This is where you come in! As stated above, your duties consist pretty much entirely on telling the Engineers and Atmos Techs to work or just doing their jobs yourself. Listed below are those jobs.&lt;br /&gt;
&lt;br /&gt;
===[[File:Clipboard_paper.png]] At the Start of the Shift ===&lt;br /&gt;
--------&lt;br /&gt;
[[File:supermatter_shard.png||thumb|alt=Singularity Chamber|[[Supermatter|Your biggest responsibility]]]]&lt;br /&gt;
Greet your team over the radio and establish your authority. Find out who you will be working with and how many of them, and make sure that everyone has a job to do.&lt;br /&gt;
&lt;br /&gt;
Designate someone to do solars (unless someone else volunteers first) and get everyone else working on whichever power source is the default one on your station. (Most likely either the [[Supermatter]] or the [[Singularity Engine]].) If you take charge these first minutes of the round, most of engineering will follow the rest of your orders until the round ends. If you stay silent then when you suddenly need something done halfway through the round, you can guarantee that nobody will listen to you. If nothing else, speaking over the channel will at least tell you who on your team you can rely on.&lt;br /&gt;
&lt;br /&gt;
Sometimes your team will be fairly competent and you&#039;ll only need to supervise, but a lot of the time you will be required to step in. If someone&#039;s clearly new, help them out a bit and show them the ropes. If someone&#039;s clearly being a twat then shout at them and forcibly demote if they continue. With these points in mind, a power source should successfully come online and start generating power. It&#039;s always a good idea to announce this to the crew when it happens.&lt;br /&gt;
&lt;br /&gt;
If any of your team members try to run off with an engineering hardsuit just to go space exploring, let them know that they will be arrested for dereliction and demoted if they do not return to do at least the most minimal duties before doing whatever they want.&lt;br /&gt;
&lt;br /&gt;
===[[File:SMES Charging.gif]] With Your Powers Combined ===&lt;br /&gt;
--------&lt;br /&gt;
There are multiple ways to power the station. Unless you know what you&#039;re doing, stick with the default one at first, and get it working as soon as possible. It&#039;s hard to set up a second power source if the crew is trying to lynch you for not finishing the first one.&lt;br /&gt;
&lt;br /&gt;
====[[File:Supermatter shard.png]] Matters of Super Matter ====&lt;br /&gt;
The [[Supermatter]] is the most likely candidate for your default power source. Its primary features are emitting tons of radiation, making everyone who could theoretically see it hallucinate, releasing hot oxygen and plasma, heating the air around, and either exploding or creating a Tesla/Singularity when you screw up. It begins inert but being hit by an object or projectile will activate it.&lt;br /&gt;
&lt;br /&gt;
====[[File:Tesla gen.gif]] New Tesla Energy ====&lt;br /&gt;
Make Tesla proud and &amp;lt;strike&amp;gt;run alternating current&amp;lt;/strike&amp;gt; power the station with giant balls of electricity! Lately, the [[Tesla Engine]] has been sneaking its way into more and more Nanotrasen space stations. Operating it is somewhat similar to the singularity engine, but instead of radiation, it will generate lightning bolts that must be captured with coils. Also, it won&#039;t deal any structural damage to the station if it escapes. Minus the exploding machines. And the blood and dust of former crewmembers all over the place. Keep it contained.&lt;br /&gt;
&lt;br /&gt;
====[[File:Solar tracker.png]] The Forgotten Power Source ====&lt;br /&gt;
Whilst the supermatter or singularity outputs a metric shit-ton of power, a hardened engineer like yourself knows that it&#039;s incredibly unreliable at the best of times. This is where the [[solars]] come in. Solars output a decent amount of energy and can keep the station running at a bare minimum whilst you inevitably sort out an issue with the supermatter, but they need setting up first! Luckily this is even easier than setting up the singulo and you can just designate one of your minions to go out and complete the task, better yet if they volunteer. Remember though, engineering has only two hardsuits (radiation protection but no fire protection), and atmospherics only one (fire protection but no radiation protection). No yellow-suit chump&#039;s getting his hands on YOUR pristine white hardsuit (which protects against both radiation AND fire). So get the AI&#039;s attention and tell it that the man is allowed in EVA to pick up some equipment. Or just do solars yourself, you lazy fuck.&lt;br /&gt;
&lt;br /&gt;
====[[File:Turbine computer.gif]] Fossil Fuel ====&lt;br /&gt;
Depending on the model of your space station, there might also be a turbine or thermo-electric generator installed. Both of these burn through plasma to generate energy, but they work differently so make sure you refer to the right guide when setting one up.&lt;br /&gt;
&lt;br /&gt;
===[[File:O2 Canister.png]] Atmosia, the Great City-State of Pipes ===&lt;br /&gt;
---------&lt;br /&gt;
The supermatter is running, the solars are wired and the engineering team is at your beck and call. The station is getting a steady supply of power and you&#039;re confident your team can maintain this and repair any damage to the hull. Your job is done, right? NOT SO FAST, my friend! Haven&#039;t you forgotten atmospherics?&lt;br /&gt;
&lt;br /&gt;
Yes, as hard as it is to accept, that convoluted bundle of pipes and its clueless staff are under your jurisdiction and it&#039;s your responsibility to make sure that it&#039;s keeping everybody breathing. As the CE, you are expected to know the basics of how atmos works, how to optimize it, and then how to keep people from fucking with it. Luckily, that&#039;s pretty much it. Again, read the guide and learn it.&lt;br /&gt;
&lt;br /&gt;
All you really have to do with atmos is get acquainted with its staff (you can do this at round start along with your [[Station Engineer|direct minions]], as they share the engineering channel), make sure they know how to optimize it (if not, do it yourself - better yet teach them), and then check back in periodically to ensure [[Traitor|some]] [[AI|ass]][[Clown|hole]] hasn&#039;t tampered with it, slightly more if the atmos team is the usual band of drooling lunatics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please keep in mind that making Atmospherics sabotage-proof (for example by removing the plasma tank from the loop) before you have decent IC evidence that someone is going to sabotage it is considered meta-gaming.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[File:Server.gif]] Telecommunications ===&lt;br /&gt;
------------&lt;br /&gt;
It&#039;s your duty to make sure Telecommunications is working and to fix it if it doesn&#039;t. If you need help fixing or maintaining it use the [[Guide to Telecommunications]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Wrench.png]] ...Then What? ===&lt;br /&gt;
------------&lt;br /&gt;
Now that the station&#039;s systems are running at maximum capacity or are in the process of being made so, you can relax a little. Here is what you should be doing:&lt;br /&gt;
&lt;br /&gt;
* Listen to the radio for hull breaches. When you hear of one, send a couple of Engineers out to mend the damage.&lt;br /&gt;
* Check the Station Alert Console to see if there are any power/atmos alarms going off on the station.&lt;br /&gt;
* Periodically check out atmospherics to make sure nobody&#039;s messed it up.&lt;br /&gt;
* Talk to your team. Make sure solars are wired or in the process of being done.&lt;br /&gt;
* Set up a tertiary or even quarternary source of power. &lt;br /&gt;
*Experiment with the [[Supermatter]] to make it produce even more power!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Rev2.png]] [[Game Mode#Revolution|Viva La Working Class!]] ==&lt;br /&gt;
As a Head of Staff, you are a prime target for the [[traitor|Revolutionaries]], and will most likely be attacked in some way. While setting up the spare emitters, stealing the [[Rapid Construction Device|RCD]] and holing up in Engineering is a tempting possibility, it is in extremely bad form and will be met by negative karma and general hatred towards you. In short, &#039;&#039;&#039;do not barricade yourself in Engineering during a Revolutionary round&#039;&#039;&#039;. It makes rounds take way the hell too long, and may prompt non-revolutionary engineers to invade, especially if you start dicking around with the power supply.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light_Bulb.png]] Tips==&lt;br /&gt;
* Securing an [[RCD]] from the Engi-Vend is recommended for situations when you need to patch a hole fast (or tear down something fast).&lt;br /&gt;
* As with all other Heads of Staff, your headset has a High Volume mode that when toggled on makes your speech much &amp;quot;louder&amp;quot; (larger text) than normal.&lt;br /&gt;
* Your copy of the station blueprints can be used to create new areas, rename old ones, and view the layout of wires for different devices.&lt;br /&gt;
* Your Advanced Magboots don&#039;t just stop you slipping into space, they stop you slipping in general when they&#039;re activated and don&#039;t slow you down while activated, unlike normal magboots.&lt;br /&gt;
* All that is needed for telecoms is: receiver-&amp;gt;mainframe-&amp;gt;processor-&amp;gt;mainframe-&amp;gt;server-&amp;gt;broadcaster. Just make sure everything is linked to each other properly and you won&#039;t need a hub. Mining and people on the DJ station are still fucked though without a hub.&lt;br /&gt;
* Poly kills spiders in 2 to 3 seconds and can’t be hit by them (if you can get the bastard to attack them). Works on carps too!&lt;br /&gt;
* CE’s modsuit is fire- and radiationproof, and has a built-in jetpack (to be used with an air tank on the suit storage slot).&lt;br /&gt;
* You can scan pieces of paper with your PDA to add them to your PDA notes. Useful as a CE, just scan your monitor key and then hide it in the paper bin.&lt;br /&gt;
* The message monitor console in telecoms can be used to read PDA messages, and forge them too! Go to the last option, to send a system administrator message, and change the name and title. (They don&#039;t have to be on the manifest, even.)&lt;br /&gt;
* You can use the Engineering department&#039;s Techfab to produce [[Engineering items|new and advanced engineering items]] that Research and Development researches for you, such as more advanced tools like the ones you start with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = FF9D00&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Chief_Engineer&amp;diff=14156</id>
		<title>Chief Engineer</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Chief_Engineer&amp;diff=14156"/>
		<updated>2023-10-22T05:06:06Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = FF9D00&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = FF9D00&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = FF9D00&lt;br /&gt;
 |img = Generic_ce.png&lt;br /&gt;
 |stafftype = ENGINEERING&lt;br /&gt;
 |jobtitle = Chief Engineer&lt;br /&gt;
 |access = All Engineering Departments, Power Equipment, CE Office, Construction Site, Bridge, Maintenance, EVA, Tech Storage, Telecommunications, External airlocks, Brig, Mineral Storage&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Captain]]&lt;br /&gt;
 |duties = Coordinate engineering, ensure equipment doesn&#039;t get stolen, make sure the  [[Supermatter]] doesn&#039;t blow up, maintain [[Telecoms]].&lt;br /&gt;
 |guides = [[Chain of Command]], [[Hacking]], [[Guide to construction]], [[Guide to advanced construction]], [[Supermatter|Supermatter Engine]], [[Tesla Engine]], [[Solars]], Turbine, [[Guide to Telecommunications]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]]&lt;br /&gt;
 |requirements = Make sure that at least one power source goes online at the start of the round. Know what to do when Telecommunications and the cloner get blown up. Know how to repair the station and its machines such as APCs.}}&lt;br /&gt;
{{Engineering Dept header}}&lt;br /&gt;
&lt;br /&gt;
Know that guy who builds all the things?  Well, he has a boss, and it&#039;s you! You are the head of the Engineering Department, which includes not only [[Station Engineer]]s, but [[Atmospheric Technician]]s as well. Essentially, your job is to boss your staff around and make sure [[Supermatter|the power flows]]. Other than directing the workflow of the department, you&#039;re also expected to carry out general [[Station Engineer|engineer]]-duties and maintain [[Telecomms]]. To be a good CE it is imperative that you have a good working knowledge of how APCs, SMES cells and power in general works, how to decipher atmospherics, how to efficiently set up the [[Supermatter]] and solars and how to get your charges&#039; sorry asses moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic skills:&#039;&#039;&#039; The entirety of [[Guide to construction|Engineering]], [[Guide to Telecommunications|Telecoms]] and [[Guide to Atmospherics|Atmospherics]]. Communicate with your staff and teach inexperienced team members.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced skills:&#039;&#039;&#039; Advanced optimization of station power sources Atmospherics. Coordinate your team to fix the station once meteors, nuke ops and malfunctioning AIs hit. Be robust enough to deal with rogue Cyborgs and Revolutionaries.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Advanced Hardsuit Helmet.png]] Station Foreman ==&lt;br /&gt;
It&#039;s no secret that Engineers are more often than not the laziest of the station&#039;s crew and that there is no job that surpasses the capacity for an Atmospheric Technician to be completely clueless about his own department. This is where you come in! As stated above, your duties consist pretty much entirely on telling the Engineers and Atmos Techs to work or just doing their jobs yourself. Listed below are those jobs.&lt;br /&gt;
&lt;br /&gt;
===[[File:Clipboard_paper.png]] At the Start of the Shift ===&lt;br /&gt;
--------&lt;br /&gt;
[[File:supermatter_shard.png||thumb|alt=Singularity Chamber|[[Supermatter|Your biggest responsibility]]]]&lt;br /&gt;
Greet your team over the radio and establish your authority. Find out who you will be working with and how many of them, and make sure that everyone has a job to do.&lt;br /&gt;
&lt;br /&gt;
Designate someone to do solars (unless someone else volunteers first) and get everyone else working on whichever power source is the default one on your station. (Most likely either the [[Supermatter]] or the [[Singularity Engine]].) If you take charge these first minutes of the round, most of engineering will follow the rest of your orders until the round ends. If you stay silent then when you suddenly need something done halfway through the round, you can guarantee that nobody will listen to you. If nothing else, speaking over the channel will at least tell you who on your team you can rely on.&lt;br /&gt;
&lt;br /&gt;
Sometimes your team will be fairly competent and you&#039;ll only need to supervise, but a lot of the time you will be required to step in. If someone&#039;s clearly new, help them out a bit and show them the ropes. If someone&#039;s clearly being a twat then shout at them and forcibly demote if they continue. With these points in mind, a power source should successfully come online and start generating power. It&#039;s always a good idea to announce this to the crew when it happens.&lt;br /&gt;
&lt;br /&gt;
If any of your team members try to run off with an engineering hardsuit just to go space exploring, let them know that they will be arrested for dereliction and demoted if they do not return to do at least the most minimal duties before doing whatever they want.&lt;br /&gt;
&lt;br /&gt;
===[[File:SMES Charging.gif]] With Your Powers Combined ===&lt;br /&gt;
--------&lt;br /&gt;
There are multiple ways to power the station. Unless you know what you&#039;re doing, stick with the default one at first, and get it working as soon as possible. It&#039;s hard to set up a second power source if the crew is trying to lynch you for not finishing the first one.&lt;br /&gt;
&lt;br /&gt;
====[[File:Supermatter shard.png]] Matters of Super Matter ====&lt;br /&gt;
The [[Supermatter]] is the most likely candidate for your default power source. Its primary features are emitting tons of radiation, making everyone who could theoretically see it hallucinate, releasing hot oxygen and plasma, heating the air around, and either exploding or creating a Tesla/Singularity when you screw up. It begins inert but being hit by an object or projectile will activate it.&lt;br /&gt;
&lt;br /&gt;
====[[File:Tesla gen.gif]] New Tesla Energy ====&lt;br /&gt;
Make Tesla proud and &amp;lt;strike&amp;gt;run alternating current&amp;lt;/strike&amp;gt; power the station with giant balls of electricity! Lately, the [[Tesla Engine]] has been sneaking its way into more and more Nanotrasen space stations. Operating it is somewhat similar to the singularity engine, but instead of radiation, it will generate lightning bolts that must be captured with coils. Also, it won&#039;t deal any structural damage to the station if it escapes. Minus the exploding machines. And the blood and dust of former crewmembers all over the place. Keep it contained.&lt;br /&gt;
&lt;br /&gt;
====[[File:Solar tracker.png]] The Forgotten Power Source ====&lt;br /&gt;
Whilst the supermatter or singularity outputs a metric shit-ton of power, a hardened engineer like yourself knows that it&#039;s incredibly unreliable at the best of times. This is where the [[solars]] come in. Solars output a decent amount of energy and can keep the station running at a bare minimum whilst you inevitably sort out an issue with the supermatter, but they need setting up first! Luckily this is even easier than setting up the singulo and you can just designate one of your minions to go out and complete the task, better yet if they volunteer. Remember though, engineering has only two hardsuits (radiation protection but no fire protection), and atmospherics only one (fire protection but no radiation protection). No yellow-suit chump&#039;s getting his hands on YOUR pristine white hardsuit (which protects against both radiation AND fire). So get the AI&#039;s attention and tell it that the man is allowed in EVA to pick up some equipment. Or just do solars yourself, you lazy fuck.&lt;br /&gt;
&lt;br /&gt;
====[[File:Turbine computer.gif]] Fossil Fuel ====&lt;br /&gt;
Depending on the model of your space station, there might also be a turbine or thermo-electric generator installed. Both of these burn through plasma to generate energy, but they work differently so make sure you refer to the right guide when setting one up.&lt;br /&gt;
&lt;br /&gt;
===[[File:O2 Canister.png]] Atmosia, the Great City-State of Pipes ===&lt;br /&gt;
---------&lt;br /&gt;
The supermatter is running, the solars are wired and the engineering team is at your beck and call. The station is getting a steady supply of power and you&#039;re confident your team can maintain this and repair any damage to the hull. Your job is done, right? NOT SO FAST, my friend! Haven&#039;t you forgotten [[atmospherics]]?&lt;br /&gt;
&lt;br /&gt;
Yes, as hard as it is to accept, that convoluted bundle of pipes and its clueless staff are under your jurisdiction and it&#039;s your responsibility to make sure that it&#039;s keeping everybody breathing. As the CE, you are expected to know the basics of how atmos works, how to optimize it, and then how to keep people from fucking with it. Luckily, that&#039;s pretty much it. [[Atmospherics|Again, read the guide and learn it]].&lt;br /&gt;
&lt;br /&gt;
All you really have to do with atmos is get acquainted with its staff (you can do this at round start along with your [[Station Engineer|direct minions]], as they share the engineering channel), make sure they know how to optimize it (if not, do it yourself - better yet teach them), and then check back in periodically to ensure [[Traitor|some]] [[AI|ass]][[Clown|hole]] hasn&#039;t tampered with it, slightly more if the atmos team is the usual band of drooling lunatics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please keep in mind that making Atmospherics sabotage-proof (for example by removing the plasma tank from the loop) before you have decent IC evidence that someone is going to sabotage it is considered meta-gaming.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[File:Server.gif]] Telecommunications ===&lt;br /&gt;
------------&lt;br /&gt;
It&#039;s your duty to make sure Telecommunications is working and to fix it if it doesn&#039;t. If you need help fixing or maintaining it use the [[Guide to Telecommunications]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Wrench.png]] ...Then What? ===&lt;br /&gt;
------------&lt;br /&gt;
Now that the station&#039;s systems are running at maximum capacity or are in the process of being made so, you can relax a little. Here is what you should be doing:&lt;br /&gt;
&lt;br /&gt;
* Listen to the radio for hull breaches. When you hear of one, send a couple of Engineers out to mend the damage.&lt;br /&gt;
* Check the Station Alert Console to see if there are any power/atmos alarms going off on the station.&lt;br /&gt;
* Periodically check out atmospherics to make sure nobody&#039;s messed it up.&lt;br /&gt;
* Talk to your team. Make sure solars are wired or in the process of being done.&lt;br /&gt;
* Set up a tertiary or even quarternary source of power. &lt;br /&gt;
*Experiment with the [[Supermatter]] to make it produce even more power!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Rev2.png]] [[Game Mode#Revolution|Viva La Working Class!]] ==&lt;br /&gt;
As a Head of Staff, you are a prime target for the [[traitor|Revolutionaries]], and will most likely be attacked in some way. While setting up the spare emitters, stealing the [[Rapid Construction Device|RCD]] and holing up in Engineering is a tempting possibility, it is in extremely bad form and will be met by negative karma and general hatred towards you. In short, &#039;&#039;&#039;do not barricade yourself in Engineering during a Revolutionary round&#039;&#039;&#039;. It makes rounds take way the hell too long, and may prompt non-revolutionary engineers to invade, especially if you start dicking around with the power supply.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light_Bulb.png]] Tips==&lt;br /&gt;
* Securing an [[RCD]] from the Engi-Vend is recommended for situations when you need to patch a hole fast (or tear down something fast).&lt;br /&gt;
* As with all other Heads of Staff, your headset has a High Volume mode that when toggled on makes your speech much &amp;quot;louder&amp;quot; (larger text) than normal.&lt;br /&gt;
* Your copy of the station blueprints can be used to create new areas, rename old ones, and view the layout of wires for different devices.&lt;br /&gt;
* Your Advanced Magboots don&#039;t just stop you slipping into space, they stop you slipping in general when they&#039;re activated and don&#039;t slow you down while activated, unlike normal magboots.&lt;br /&gt;
* All that is needed for telecoms is: receiver-&amp;gt;mainframe-&amp;gt;processor-&amp;gt;mainframe-&amp;gt;server-&amp;gt;broadcaster. Just make sure everything is linked to each other properly and you won&#039;t need a hub. Mining and people on the DJ station are still fucked though without a hub.&lt;br /&gt;
* Poly kills spiders in 2 to 3 seconds and can’t be hit by them (if you can get the bastard to attack them). Works on carps too!&lt;br /&gt;
* CE’s modsuit is fire- and radiationproof, and has a built-in jetpack (to be used with an air tank on the suit storage slot).&lt;br /&gt;
* You can scan pieces of paper with your PDA to add them to your PDA notes. Useful as a CE, just scan your monitor key and then hide it in the paper bin.&lt;br /&gt;
* The message monitor console in telecoms can be used to read PDA messages, and forge them too! Go to the last option, to send a system administrator message, and change the name and title. (They don&#039;t have to be on the manifest, even.)&lt;br /&gt;
* You can use the Engineering department&#039;s Techfab to produce [[Engineering items|new and advanced engineering items]] that Research and Development researches for you, such as more advanced tools like the ones you start with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = FF9D00&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:Jobs&amp;diff=14155</id>
		<title>Template:Jobs</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:Jobs&amp;diff=14155"/>
		<updated>2023-10-22T05:05:06Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: 1em 0 1em 0; border: .2em solid #{{{color|262626}}}; background :#{{{color|262626}}}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #{{{color|262626}}}; color: white; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Jobs on Skyrat Station&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: auto; align-items: stretch;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #{{{color|262626}}}; border-radius: .5em; background: #FFFFFF&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #265473; color: #FFB300; padding: .4em .8em .5em; width: 10%;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Command&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #2654732e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Captain]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Blueshield]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Nanotrasen Consultant]]&#039;&#039;&#039;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #486091; color: white; padding: .4em .8em .5em; width: 10%;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Security&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #4860912e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Head of Security]]&#039;&#039;&#039;, [[Warden]], [[Detective]], [[Security Officer]], [[Corrections Officer]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #FF9D00; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Engineering&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #FF9D002e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Chief Engineer]]&#039;&#039;&#039;, [[Station Engineer]],  [[Atmospheric Technician]], [[Departmental Guards|Engineering Guard]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #A06DA0; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Science&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #A06DA02e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Research Director]]&#039;&#039;&#039;, [[Geneticist]], [[Scientist]], [[Roboticist]], [[Departmental Guards|Science Guard]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #3F7597; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Medical&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #3F75972e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Chief Medical Officer]]&#039;&#039;&#039;, [[Medical Doctor]], [[Paramedic]], [[Chemist]], [[Virologist]], [[Coroner]], [[Departmental Guards|Orderly]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #78430D; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Cargo&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #78430D2e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Quartermaster]]&#039;&#039;&#039;, [[Cargo Technician]], [[Shaft Miner]], [[Bitrunner]], [[Departmental Guards|Customs Agent]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #03870C; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Service&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #03870C2e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Head of Personnel]]&#039;&#039;&#039;, [[Janitor]], [[Bartender]], [[Cook]], [[Botanist]], [[Lawyer]], [[Clown]], [[Mime]], [[Chaplain]], [[Curator]], [[Psychologist]], [[Barber]], [[Departmental Guards|Bouncer]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: grey; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Civilian&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #EBEBEB; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;[[Assistant]],  [[Prisoner]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #5589c5; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Synthetics&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #5589c52e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[AI]]&#039;&#039;&#039;, [[Cyborg]], [[Positronic Brain]], [[Drone]], [[Personal AI]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: darkred; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;transform: translate(.2em,.8em);&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Antagonists&#039;&#039;&#039;&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #ff99992e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;[[Traitor]], [[Malfunctioning AI]], [[Changeling]], [[Nuclear Operative]], [[Blood Cult|Blood Cultist]], [[Heretic]], [[Revolution|Revolutionary]], [[Wizard]], [[Blob]], [[Abductor]], [[Holoparasite]], [[Xenomorph]], [[Spider]], [[Swarmers]], [[Revenant]], [[Morph]], [[Nightmare]], [[Space Ninja]], [[Slaughter Demon]], [[Sentient Disease]], [[Obsessed]], [[Space Dragon]], [[Pulsating Tumor|Elite Mobs]], [[Sentient Slime]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #464489; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Special&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #4644892e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;[[CentCom Official]], [[Death squad|Death Squad Officer]], [[Emergency Response Team|Emergency Response Officer]], [[Chrono Legionnaire]], [[Highlander]], [[Ian]], [[Lavaland/Space Role|Lavaland Role]], [[Construct]], [[Imaginary Friend]], [[Split Personality]], [[Ghost]], [[Golem]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hey! Listen!&#039;&#039;&#039; This template is mirrored on the [[Clown]], and [[Ian]] pages, be sure to periodically check it and make sure it&#039;s up to date.&lt;br /&gt;
[[Category:Templates]][[Category:Misc Styling Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Coroner&amp;diff=14154</id>
		<title>Coroner</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Coroner&amp;diff=14154"/>
		<updated>2023-10-22T05:03:53Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: /* Forensics Work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader|colour=3F7597|hcolour=white|stafftype=MEDICAL|ebcolour=3F7597|img=NO IMAGE YET.PNG|superior=[[Chief Medical Officer]]|jobtitle=Coroner|difficulty=Easy|guides=This page, [[Guide to medicine]]|access=Medical, Morgue, Treatment Center|duties=Do dissections, forget to do them and get yelled at by Science. Do autopsies when people remember that you can do them.|requirements=Be able to use a scalpel.}}&lt;br /&gt;
&lt;br /&gt;
You are the Coroner. The main difference between your job and any other doctor is that you work with dead people, not those who are about to die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Perform autopsies on deceased people and report their reason for death to Medical and Security. Perform the Dissections listed in your Operating Computer.&lt;br /&gt;
&lt;br /&gt;
== The Grim Reaper ==&lt;br /&gt;
Like [[Medical Doctor|Medical Doctors]] you appear when people die, but it’s not your job to make them walk again. In general you’ll only be able to get your hands on those who, for whatever reason, are no longer revivable. &lt;br /&gt;
&lt;br /&gt;
Your job consists of performing autopsies on deceased people to determine their reason for death and using the Medical Records console to write down the reasons for every dead person.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
* A Coroner Medkit&lt;br /&gt;
* A box full of bodybags, to manage your morgue.&lt;br /&gt;
* Your Autopsy Scanner, which is your main tool.&lt;br /&gt;
* A Service and Medical radio headset.&lt;br /&gt;
* A dropper, to efficiently apply Formaldehyde.&lt;br /&gt;
&lt;br /&gt;
==== Coroner Medkit ====&lt;br /&gt;
The Coroner Medkit is a type of medkit that comes with some additional Coroner gear, instead of the usual sutures and surgery tools:&lt;br /&gt;
&lt;br /&gt;
* A bottle of Formaldehyde, to prevent organ decay.&lt;br /&gt;
* A gel applier of Sterilizine, to make surgery faster.&lt;br /&gt;
* A white crayon, for crime scenes of corpses.&lt;br /&gt;
* An empty Blood bag, for draining blood from corpses.&lt;br /&gt;
* 2 body bags, to store dead people.&lt;br /&gt;
* A syringe, to apply all sorts of Chemicals.&lt;br /&gt;
* A folder, to store your autopsy reports.&lt;br /&gt;
&lt;br /&gt;
=== In my professional opinion... the Heavy was KILLED! ===&lt;br /&gt;
Using your Autopsy Scanner, you can perform the [[Surgery#Autopsy|Autopsy Surgery]] to attempt to figure out the circumstances around their death. This is especially beneficial to bodies who have no soul, or those that Medical does not want to revive. However, doing this surgery will also be helpful if they are later revived, as it will give the body a 20% surgery speed bonus. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can do the [[Surgery#Dissection|Dissection Experiments]] to help Medical get their tech to print Health Analyzers, Advanced Surgery tools, and much more.&lt;br /&gt;
&lt;br /&gt;
== Morgue Trays and stuffing bodies into them. ==&lt;br /&gt;
Morgue Trays are found everywhere in the Morgue. If you put a body in a Morgue Tray, its organs will stop decomposing, as long as the room is powered.&lt;br /&gt;
&lt;br /&gt;
These trays also have a color to indicate the status of what&#039;s in the tray&lt;br /&gt;
&lt;br /&gt;
* Green: There is a body inside, and has a player who is waiting for a revival&lt;br /&gt;
* Yellow: There are no bodies inside, but there are items.&lt;br /&gt;
* Red: There is a body inside, but there is no player in it.&lt;br /&gt;
* Off: There is nothing inside.&lt;br /&gt;
&lt;br /&gt;
There is also a Beeper attached to Morgue Trays, which will make an alert sound when a player enters their body as they are inside of one, letting you know they wish to re-enter the round. You can toggle this with Alt+Left Click.&lt;br /&gt;
&lt;br /&gt;
You can fit up to 2 bodies inside of a bodybag, to save on space, however, if you wish to focus on organization, you can use a pen on a bodybag to label it. Putting a labelled bodybag inside of a morgue tray, will tag the morgue tray and name it after the body bag.&lt;br /&gt;
&lt;br /&gt;
=== Secure Morgue Trays ===&lt;br /&gt;
In the Coroner&#039;s Office are 2-4 Secure Morgue Trays. These are the same as regular Morgue Trays, but their Beepers are off by default and are behind Coroner Office access, rather than just the Morgue. Security may want to morgue some [[Antagonist|people]] inside of it, so it&#039;s your job to maintain it and ensure these bodies don&#039;t get revived by those pesky do-gooders.&lt;br /&gt;
&lt;br /&gt;
== Forensics Work ==&lt;br /&gt;
As a person who can determine the reasons for almost any death, you are very valuable to the [[Detective]]. Keep in contact with them, either through PDA or radio.&lt;br /&gt;
&lt;br /&gt;
=== Medical Records ===&lt;br /&gt;
By updating Medical Records you&#039;re giving constant intel to the [[Detective]] (and maybe the [[Psychologist]]). It is your job to keep these accurate and up to date (and chances are that nobody else in medbay is going to do it!)&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* The coroner gets the Morbid trait by default, making them like creepy things and hate healing people. The Morbid trait allows you to get a 30% speed boost when doing morbid surgeries such as [[Surgery#Dissection|dissection]] using morbid tools. Morbid tools have a special line in their description mentioning that they are better for morbid surgeries, but worse for other surgeries.&lt;br /&gt;
* Coroners can slowly heal toxin damage by eating [[Guide_to_hydroponics#Cucumber|pickles]] or drinking pickle juice. The coroner item vendor has a jar of pickles in the premium section.&lt;br /&gt;
* As a coroner, you can drink [[Guide_to_chemistry#Formaldehyde|formaldehyde]] without any negative effects.&lt;br /&gt;
* The contraband section of your vending machine contains a ritual knife and a scythe, both are good melee weapons and give speed bonus in morbid surgeries.&lt;br /&gt;
* If you have the Morbid trait, you don&#039;t get cursed for graverobbing on Lavaland.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Coroner&amp;diff=14153</id>
		<title>Coroner</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Coroner&amp;diff=14153"/>
		<updated>2023-10-22T05:02:57Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader|colour=3F7597|hcolour=white|stafftype=MEDICAL|ebcolour=3F7597|img=NO IMAGE YET.PNG|superior=[[Chief Medical Officer]]|jobtitle=Coroner|difficulty=Easy|guides=This page, [[Guide to medicine]]|access=Medical, Morgue, Treatment Center|duties=Do dissections, forget to do them and get yelled at by Science. Do autopsies when people remember that you can do them.|requirements=Be able to use a scalpel.}}&lt;br /&gt;
&lt;br /&gt;
You are the Coroner. The main difference between your job and any other doctor is that you work with dead people, not those who are about to die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Perform autopsies on deceased people and report their reason for death to Medical and Security. Perform the Dissections listed in your Operating Computer.&lt;br /&gt;
&lt;br /&gt;
== The Grim Reaper ==&lt;br /&gt;
Like [[Medical Doctor|Medical Doctors]] you appear when people die, but it’s not your job to make them walk again. In general you’ll only be able to get your hands on those who, for whatever reason, are no longer revivable. &lt;br /&gt;
&lt;br /&gt;
Your job consists of performing autopsies on deceased people to determine their reason for death and using the Medical Records console to write down the reasons for every dead person.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
* A Coroner Medkit&lt;br /&gt;
* A box full of bodybags, to manage your morgue.&lt;br /&gt;
* Your Autopsy Scanner, which is your main tool.&lt;br /&gt;
* A Service and Medical radio headset.&lt;br /&gt;
* A dropper, to efficiently apply Formaldehyde.&lt;br /&gt;
&lt;br /&gt;
==== Coroner Medkit ====&lt;br /&gt;
The Coroner Medkit is a type of medkit that comes with some additional Coroner gear, instead of the usual sutures and surgery tools:&lt;br /&gt;
&lt;br /&gt;
* A bottle of Formaldehyde, to prevent organ decay.&lt;br /&gt;
* A gel applier of Sterilizine, to make surgery faster.&lt;br /&gt;
* A white crayon, for crime scenes of corpses.&lt;br /&gt;
* An empty Blood bag, for draining blood from corpses.&lt;br /&gt;
* 2 body bags, to store dead people.&lt;br /&gt;
* A syringe, to apply all sorts of Chemicals.&lt;br /&gt;
* A folder, to store your autopsy reports.&lt;br /&gt;
&lt;br /&gt;
=== In my professional opinion... the Heavy was KILLED! ===&lt;br /&gt;
Using your Autopsy Scanner, you can perform the [[Surgery#Autopsy|Autopsy Surgery]] to attempt to figure out the circumstances around their death. This is especially beneficial to bodies who have no soul, or those that Medical does not want to revive. However, doing this surgery will also be helpful if they are later revived, as it will give the body a 20% surgery speed bonus. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can do the [[Surgery#Dissection|Dissection Experiments]] to help Medical get their tech to print Health Analyzers, Advanced Surgery tools, and much more.&lt;br /&gt;
&lt;br /&gt;
== Morgue Trays and stuffing bodies into them. ==&lt;br /&gt;
Morgue Trays are found everywhere in the Morgue. If you put a body in a Morgue Tray, its organs will stop decomposing, as long as the room is powered.&lt;br /&gt;
&lt;br /&gt;
These trays also have a color to indicate the status of what&#039;s in the tray&lt;br /&gt;
&lt;br /&gt;
* Green: There is a body inside, and has a player who is waiting for a revival&lt;br /&gt;
* Yellow: There are no bodies inside, but there are items.&lt;br /&gt;
* Red: There is a body inside, but there is no player in it.&lt;br /&gt;
* Off: There is nothing inside.&lt;br /&gt;
&lt;br /&gt;
There is also a Beeper attached to Morgue Trays, which will make an alert sound when a player enters their body as they are inside of one, letting you know they wish to re-enter the round. You can toggle this with Alt+Left Click.&lt;br /&gt;
&lt;br /&gt;
You can fit up to 2 bodies inside of a bodybag, to save on space, however, if you wish to focus on organization, you can use a pen on a bodybag to label it. Putting a labelled bodybag inside of a morgue tray, will tag the morgue tray and name it after the body bag.&lt;br /&gt;
&lt;br /&gt;
=== Secure Morgue Trays ===&lt;br /&gt;
In the Coroner&#039;s Office are 2-4 Secure Morgue Trays. These are the same as regular Morgue Trays, but their Beepers are off by default and are behind [[Coroner Office]] access, rather than just the Morgue. Security may want to morgue some [[Antagonist|people]] inside of it, so it&#039;s your job to maintain it and ensure these bodies don&#039;t get revived by those pesky [[Medical doctor|do-gooders]].&lt;br /&gt;
&lt;br /&gt;
== Forensics Work ==&lt;br /&gt;
As a person who can determine the reasons for [[Admin|almost]] any death, you are very valuable to the [[Detective]]. Keep in contact with them, either through PDA or radio.&lt;br /&gt;
&lt;br /&gt;
=== Medical Records ===&lt;br /&gt;
By updating Medical Records you&#039;re giving constant intel to the [[Detective]] (and maybe the [[Psychologist]]). It is your job to keep these accurate and up to date (and chances are that nobody else in medbay is going to do it!)&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* The coroner gets the Morbid trait by default, making them like creepy things and hate healing people. The Morbid trait allows you to get a 30% speed boost when doing morbid surgeries such as [[Surgery#Dissection|dissection]] using morbid tools. Morbid tools have a special line in their description mentioning that they are better for morbid surgeries, but worse for other surgeries.&lt;br /&gt;
* Coroners can slowly heal toxin damage by eating [[Guide_to_hydroponics#Cucumber|pickles]] or drinking pickle juice. The coroner item vendor has a jar of pickles in the premium section.&lt;br /&gt;
* As a coroner, you can drink [[Guide_to_chemistry#Formaldehyde|formaldehyde]] without any negative effects.&lt;br /&gt;
* The contraband section of your vending machine contains a ritual knife and a scythe, both are good melee weapons and give speed bonus in morbid surgeries.&lt;br /&gt;
* If you have the Morbid trait, you don&#039;t get cursed for graverobbing on [[Lavaland|Lavaland]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Jobs&amp;diff=14152</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Jobs&amp;diff=14152"/>
		<updated>2023-10-22T05:02:42Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: /* Medical */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wiki navbar&lt;br /&gt;
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{{Jobs&lt;br /&gt;
| color = 13678A&lt;br /&gt;
}}&lt;br /&gt;
{{Needsrevision|reason = Fix Icewalker image}}&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
On Skyrat Station, your job defines a little bit about your character and who they are akin to a class. Every job gets a different and unique set of equipment as well as [[ID|access]]. Keep in mind that you should restrict each character to two skill sets, such as engineering and security, service and medical, or science and medical. More can be read about this in [[rules]]. &lt;br /&gt;
&#039;&#039;Most of these are meant to be comedic in nature, rules take priority over funny meme&#039;&#039;. &lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Corporate Regulations]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Rules]]&lt;br /&gt;
* [[Job selection and assignment]]&lt;br /&gt;
&lt;br /&gt;
== Command ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#C1D8EB;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color:#FFB300;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color:#265473; width:125px;&#039;   |Job&lt;br /&gt;
! style=&#039;background-color:#265473&#039;                 |Role&lt;br /&gt;
! style=&#039;background-color:#265473; width:100px;&#039;   |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_captain.png|64px|link=Captain]]&amp;lt;br&amp;gt;[[Captain]]&lt;br /&gt;
|Be responsible for the station. Manage station [[Heads of Staff]]. Secure the nuclear authentication disk and deal with any station-wide issues, as well as feuds between heads of staff. Watch your home burn to the ground.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Blueshield.png|64px|link=Blueshield]]&amp;lt;br&amp;gt;[[Blueshield]]&lt;br /&gt;
|&amp;lt;s&amp;gt;Protect&amp;lt;/s&amp;gt; Babysit the heads, Follow the &amp;lt;s&amp;gt;heads&amp;lt;/s&amp;gt; Captain around like a lost puppy. Occasionally protect them from harm but usually sit in a room while they do &amp;quot;valuable&amp;quot; work. Drink yourself to death because of your awful job. Watch the heads abuse power. Be forced to watch your captain entertain his guests.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Nanotrasen_representative.png|64px|link=Nanotrasen Consultant]]&amp;lt;br&amp;gt;[[Nanotrasen Consultant]]&lt;br /&gt;
|Try to manage all of the heads of staff. Realize that you&#039;re just a Central Command babysitter. Represent Nanotrasen poorly. Die in maintenance after being invited to a &amp;quot;business meeting.&amp;quot;&lt;br /&gt;
!Medium-Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Security ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#DDE3EE;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color:#486091; width:125px;&#039;   |Job&lt;br /&gt;
! style=&#039;background-color:#486091&#039;                 |Role&lt;br /&gt;
! style=&#039;background-color:#486091; width:100px;&#039;   |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_hos.png|64px|link=Head of Security]]&amp;lt;br&amp;gt;[[Head of Security]]&lt;br /&gt;
|Make sure your team is doing their job and is upholding the law. Protect the station against [[#Antagonists|your enemies]] and look cool as shit while doing so. Watch in helpless silence as your officers beat each other to death over petty squabbles. Politely remind the warden that breaking a prisoner&#039;s kneecaps over a minor incident is against company records. Die in the first shootout you get into. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_warden.png|64px|link=Warden]]&amp;lt;br&amp;gt;[[Warden]]&lt;br /&gt;
|Sit in your office and watch the cameras as well as crew monitor. Set anyone to arrest who breaks the law and is wanted. Make sure to update the records frequently. Watch the prisoners build baseball bats and hatchets to stare menacingly at you from the walls. Watch your officers refuse to process prisoners manually and dump their corpses in front of your office. Sip your coffee with a sigh.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_detective.png|64px|link=Detective]]&amp;lt;br&amp;gt;[[Detective]]&lt;br /&gt;
|The detective is both a useless and incredibly useful job. The problem is, anyone can point a scanner at something and match the DNA, but not everyone has access. Typically people will ask you to a crime scene to scan everything around it and match up stuff. Your secondary job is to interrogate criminals who break the [[Space-Law|law]] in a high capacity.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;”&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_security.png|64px|link=Security Officer]]&amp;lt;br&amp;gt;[[Security Officer]]&lt;br /&gt;
| Become the embodiment of shitsec. Grunt your way around and baton people for looking at you wrong. Break up menial bar fights or fight off a [[Nuclear Operative|Syndicate nuke-OP]] that you are not equipped enough for because the alert is to goddamn low. Get mocked by the crew for being incompetent when you are the only one actually trying in security. Drink Quadruple Sec to drown in your sorrows. Be bwoinked because you didn&#039;t type eight paragraphs before batoning the active shooter.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Corrections_officer.png|64px|link=Corrections Officer]]&amp;lt;br&amp;gt;[[Corrections Officer]]&lt;br /&gt;
|Be the Warden&#039;s punching bag whenever anything goes wrong. Watch as the prisoner&#039;s do literally nothing. Get bored and try to fashion yourself with a real baton and disabler, get upset when the [[Head of Security|HOS]] denies your request. &lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Engineering ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFE9C7;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color:#FF9D00; width:125px;&#039;   |Job&lt;br /&gt;
! style=&#039;background-color:#FF9D00&#039;                 |Role&lt;br /&gt;
! style=&#039;background-color:#FF9D00; width:100px;&#039;   |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Generic_ce.png|64px|link=Chief Engineer]]&amp;lt;br&amp;gt;[[Chief Engineer]]&lt;br /&gt;
|The Chief Engineer in all aspects is essentially a glorified Station Engineer with extra equipment, then again that can be said for most heads of staff. Have total and complete knowledge of every pipe and wire on the station. Utterly forget how to do anything but basic wiring. Be the only person who knows how to set up the supermatter. Blame the other engineers when it goes nuclear. Protect poly from the horde of annoyed crewmembers when she finds a headset.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_engineer.png|64px|link=Station Engineer]]&amp;lt;br&amp;gt;[[Station Engineer]]&lt;br /&gt;
|Keep the station from exploding too much. Patch up the holes when it inevitably does. Build a massive, complex side-project with it&#039;s own wiring, atmospherics, and station nodes. Be depressed when nobody finds it as impressive as you. Do solars instead because you&#039;re scared of the SM.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_atmos_tech.png|64px|link=Atmospheric Technician]]&amp;lt;br&amp;gt;[[Atmospheric Technician]]&lt;br /&gt;
|Be the single-smartest person on the station. Redo all of the pipes because everyone&#039;s choking to death from a one inch breach. Scrub plasma out of every single room because the AI&#039;s going insane. Get blasted out into space never to be seen again by a misaligned gas pipe. Give the crew their tasty oxygen.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Engineering_guard.png|64px|link=Departmental Guards]]&amp;lt;br&amp;gt;[[Departmental Guards|Engineering Guard]]&lt;br /&gt;
|Watch over every project that engineers do. Weep because you have no idea what&#039;s going on in your own department. Defend atmospherics or die trying. Realize that nobody actually attacks engineering anymore. Question what choices in life lead you to be the gate guard of the world&#039;s deadliest crystal reactor.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#f0e8f0;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color:#A06DA0; width:125px;&#039;   |Job&lt;br /&gt;
! style=&#039;background-color:#A06DA0&#039;                 |Role&lt;br /&gt;
! style=&#039;background-color:#A06DA0; width:100px;&#039;   |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_rd.png|64px|link=Research Director]]&amp;lt;br&amp;gt;[[Research Director]]&lt;br /&gt;
|Oversee see your glorious purple domain. Lock weird aliens inside of a chamber, and then poke them. Ask your scientists what they&#039;re doing, be horrified by the results. Be the single most well-armed person on the station. Throw your entire department&#039;s funding at the B.E.P.I.S. Live in abject poverty.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Geneticist.png|64px|link=Geneticist]]&amp;lt;br&amp;gt;[[Geneticist]]&lt;br /&gt;
|Give yourself Tourette&#039;s. Harness the infinite power of genetics and transformation to create the ultimate life-form. Be told instantly no one is allowed to use them. Get telekinesis and be the single most hated person on the station. Abuse monkeys.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_scientist.png|64px|link=Scientist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Enact your fantasies of [[guide_to_toxins|bomb making]] and dissection of alien creatures. Blow all of your points on xenoarchaeology and slime-breeding, disappear to never be seen again until the last 2 minutes of the shift. Make the least possible ethical circuitry machines. Do horrible, horrible things to the [[Clown]] in the name of science.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_roboticist.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Roboticist]]&lt;br /&gt;
|Beg the RD to let you build dangerous mechs. Be bwoinked seconds after building your 8th gygax without permission. Be in an uncomfortably intimate relationship with your cyborgs. Fuck with their laws constantly. Get lynched for doing so. Generate an infinite product line of cleanbots. Watch your metal domain flourish. Be shot instantly for wasting all of the mats.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Science_guard.png|64px|link=Departmental Guards]]&amp;lt;br&amp;gt;[[Departmental Guards|Science Guard]]&lt;br /&gt;
|Protect science with your life. Quickly notice that science only needs to be defended from itself. Sit in your office because nobody in science will talk to you. Question why there are 20 uranium toilets (and a single plasma wall) lining the halls of the science lab. Avoid xenobio like the plague in fear of the dark magic that they commit within.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medical ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#D1E2EB;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color:#3F7597; width:125px;&#039;   |Job&lt;br /&gt;
! style=&#039;background-color:#3F7597&#039;                 |Role&lt;br /&gt;
! style=&#039;background-color:#3F7597; width:100px;&#039;   |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_cmo.png|64px|link=Chief Medical Officer]]&amp;lt;br&amp;gt;[[Chief Medical Officer]]&lt;br /&gt;
|Gently remind everyone to turn up their suit sensors &amp;lt;s&amp;gt;and threaten to make them wish they did if they don’t.&amp;lt;/s&amp;gt; Beat your doctors for attempting to turn someone into a monkey. Sample your own product. Heal the entirety of the station in under 2 minutes and be called a shitter because you forgot one assistant in deep space without their suit sensors. Be the fastest dart-gun in the west.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Medical_Doctor.png|64px|link=Medical Doctor]]&amp;lt;br&amp;gt;[[Medical Doctor]]&lt;br /&gt;
|Preform unethical surgery in the name of medical advancement. Be screamed at desperately to open the doors mid-smoke break. Do revival surgery on every body to no-one&#039;s amusement but your own. Forgot about medical ethics whenever someone steals your epinephrine. Be extremely confused about bobmed.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Paramedic.png|64px|link=Paramedic]]&amp;lt;br&amp;gt;[[Paramedic]]&lt;br /&gt;
|Chase down an assistant with 5 brute damage to force him to take your special medicine. Sedate everyone who poses a threat to your department. Forget you don&#039;t have the access of a regular doctor. Die in a firefight while trying to revive everyone.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Chemist.png|64px|link=Chemist]]&amp;lt;br&amp;gt;[[Chemist]]&lt;br /&gt;
|Make chemicals for the Medical Doctors to use and other roles, such as botany and occasionally the bar. Spend the entire shift snorting chemicals off of your department&#039;s floor. Try to experiment a little and blow yourself up horribly. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_virologist.png|64px|link=Virologist]]&amp;lt;br&amp;gt;[[Virologist]]&lt;br /&gt;
|Spend all shift working on a healing virus, accidentally give it the smallest drawback, be lynched almost instantly. Only be useful when gateways are open or sentient disease is rolled. Desperately wish your RNG was better.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[Coroner]]&lt;br /&gt;
|Maintain the morgue. Hang out with dead bodies. Get told you&#039;re weird by the others in medical.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Orderly.png|64px|link=Departmental Guards]]&amp;lt;br&amp;gt;[[Departmental Guards|Orderly]]&lt;br /&gt;
|Stand proud that you&#039;re the most useful department guard. Protect medbay from the hordes of mentally insane that attack it from within. Steal the syringe gun for safety reasons. Beat medical doctors so that the CMO doesn&#039;t have to. Act as a glorified paramedic when everything goes terribly.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Civilian ==&lt;br /&gt;
=== Supply ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#F8DBBF;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color:#78430D; width:125px;&#039;   |Job&lt;br /&gt;
! style=&#039;background-color:#78430D&#039;                 |Role&lt;br /&gt;
! style=&#039;background-color:#78430D; width:100px;&#039;   |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_qm.png|64px|link=Quartermaster]]&amp;lt;br&amp;gt;[[Quartermaster]]&lt;br /&gt;
|Beg your cargo Techs not to talk about the cargonia joke. Defend your pets with your life. Watch over your cargo tech&#039;s orders, and cry internally as your precious credits go down the drain. Forget you&#039;re a real head.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_cargotech.png|64px|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|Push crates onto shuttle, be chased by bees off the shuttle. Forget who ordered what. Scream over comms every time someone&#039;s random order they forgot about arrives. Don&#039;t let security find your gun stash. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_shaftminer.png|64px|link=Shaft Miner]]&amp;lt;br&amp;gt;[[Shaft Miner]]&lt;br /&gt;
|The asteroids these guys were sent to before now seem like a nice summer break to the hellish landscape that is lava land. Gather ore in your funny bag, cry to science when they forget you exist and nothing ever gets upgraded. Beat a dragon to death with your hands, or die trying. Obliterate the first person who accidentally clicks on you with harm intent with your OP weapons you found.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Customs_Agent.png|64px|link=Departmental Guards]]&amp;lt;br&amp;gt;[[Departmental Guards|Customs Agent]]&lt;br /&gt;
|Quickly realize that nobody actually attacks cargo and that your job is essentially to act as a cargo tech with a stun baton. Defend cargo from the only threat they know, and that is those who wish to use the autolathe without permission. Get first dibs on all of the guns that cargo orders.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Service ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EDFDEE;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color:#03870C; width:125px;&#039;   |Job&lt;br /&gt;
! style=&#039;background-color:#03870C&#039;                 |Role&lt;br /&gt;
! style=&#039;background-color:#03870C; width:100px;&#039;   |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_hop.png|64px|link=Head of Personnel]]&amp;lt;br&amp;gt;[[Head of Personnel]]&lt;br /&gt;
|Manage the service department and the changing of identification card access. Be the essential second in command of the station and try to do the [[Captain]]&#039;s job when they aren’t there. Refuse the Clown All access. Protect IAN with your life.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_janitor.png|64px|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|In a hazardous station, the janitor’s job is never done. Cry when your janicart is pushed into deep-space by a conga-line of assistants. Hold security at gunpoint to stop tracking blood on the floor. Throw cleaning grenades directly into the chef&#039;s kitchen. Eventually give up and take a nap in your office.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_barman.png|64px|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|Stand behind your bar counter, and give away free drinks. Watch as people awkwardly flirt with each other while you stand there polishing a glass. Grab your gun every time the clown walks into your bar. Shatter the kneecaps of bar hoppers. Forget how to make a [[Guide_to_drinks#Bloody_Mary|Bloody Mary]].&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_chef.png|64px|link=Cook]]&amp;lt;br&amp;gt;[[Cook]]&lt;br /&gt;
|Make food for the crew. Don&#039;t let anyone see your gibber. Silently harvest organs from the morgue to feed the weaning cries of the starving crew. Be the most dangerous person on the station as long as you&#039;re in your kitchen. Say &#039;mama-mia!&#039;&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_botanist.png|64px|link=Botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|Be screamed at by the chef to make thousands of ingredients. Deliver on none of them. Be the station&#039;s main source of wood. Smoke &#039;&#039;&#039;so&#039;&#039;&#039; much weed, dude. Become the most powerful entity on station.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_clown.png|64px|link=Clown]]&amp;lt;br&amp;gt;[[Clown]]&lt;br /&gt;
|Honk! Play harmless pranks and hope you don&#039;t get your chest caved in! Honk! Nag the HoP for all access. Honk! Prank the CMO until he commits suicide out of frustration. Honk! Nag robotics for a H.O.N.K. Mech. Honk! Use both tools to break into the Captain&#039;s office and HONK in his face. HONK! &#039;&#039;&#039;Kill god.&#039;&#039;&#039; HONK!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;e&amp;lt;/span&amp;gt;HONK!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_mime.png|64px|link=Mime]]&amp;lt;br&amp;gt;[[Mime]]&lt;br /&gt;
|&#039;&#039;*wave&#039;&#039;&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;e&amp;lt;/span&amp;gt;...&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_chaplain.png|64px|link=Chaplain]]&amp;lt;br&amp;gt;[[Chaplain]]&lt;br /&gt;
|Get people drunk. Run around the station looking for people you&#039;re allowed to behead with your armory of pop-culture references. Behead corpses if you can&#039;t find any. Be best friends with security, despite the fact that they should probably arrest you for your murderous tendencies. *Pray nonstop. Get smited.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_librarian.png|64px|link=Curator]]&amp;lt;br&amp;gt;[[Curator]]&lt;br /&gt;
|Attempt to hold poetry readings. Host D&amp;amp;D games. Stalk people with your camera. Get lynched for reading pornography over the radio. Beat the snot out of anyone who doesn&#039;t return their library books. Allow the cult to set up an AI module in your private study. &amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;Find&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot; treasure for your exhibit. Realize that you&#039;re not a librarian and release your inner dominatrix via the whip. Vandalize the front of the brig with erotica engravings. Use your whip to make CentCom be confused about why all the tasers and batons are in space. Clean the smegma from your carpet.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_lawyer.png‎|64px|link=Lawyer]]&amp;lt;br&amp;gt;[[Lawyer]]&lt;br /&gt;
|Tell security to notify you when a new prisoner arrives. Don&#039;t get notified. Be ignored and go to the bar. Become a drunken wreck and space yourself in frustration.  Occasionally find loopholes in infernal contracts and save souls from damnation. Pick &#039;Internal affairs agent&#039; and cry when no one takes you seriously.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_psychologist.png‎|64px|link=Psychologist]]&amp;lt;br&amp;gt;[[Psychologist]]&lt;br /&gt;
|Pursue the fruitless endeavor of trying to provide mental healthcare aboard a station staffed near exclusively with violent sociopaths, give up on that and chillax in your office. Help catgirls work out all of their stress on your couch.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Barber.png|64px|link=Barber]]&amp;lt;br&amp;gt;[[Barber]]&lt;br /&gt;
|Run your own Salon on the station and get bored very quick when people do not visit it. Give the one person that does visit a &amp;lt;s&amp;gt;horrible&amp;lt;/s&amp;gt; fashionable makeover and overcharge them for your work. Spend half of your time in the bar, slowly realizing that you are an assistant with scissors&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Bouncer.png|64px|link=Departmental Guards]]&amp;lt;br&amp;gt;[[Departmental Guards|Bouncer]]&lt;br /&gt;
|Throw people out of the bar so that the bartender doesn&#039;t have to. Sit around and look pretty. Do all of service&#039;s job when they sulk off to do horrible things.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EBEBEB;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color: grey; width:125px;&#039;   |Job&lt;br /&gt;
! style=&#039;background-color: grey&#039;                 |Role&lt;br /&gt;
! style=&#039;background-color: grey; width:100px;&#039;   |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_assistant.png|64px|link=Assistant]]&amp;lt;br&amp;gt;[[Assistant]]&lt;br /&gt;
|AKA Space Bums. Be the kid in a candy shop. Steal things to see what funny message pops up when you commit suicide with them. Beat people/objects with toolboxes. Never, EVER remove your grey jumpsuit. Beat the captain to death with fellow grey tide drones and blame it on the Clown. Never assist anyone.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;f&amp;lt;/span&amp;gt;None&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Prisoner.png|64px|link=Prisoner]]&amp;lt;br&amp;gt;[[Prisoner]]&lt;br /&gt;
|Lock yourselves up in perma by somehow building walls. Have security barge in 20 minutes later. Throw a party and do nothing all round.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Synthetics ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EBF1FF;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color:#5589c5; width:125px;&#039;   |Job&lt;br /&gt;
! style=&#039;background-color:#5589c5;&#039;                |Role&lt;br /&gt;
! style=&#039;background-color:#5589c5; width:100px;&#039;   |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI.gif|64px|link=AI|class=pixelart]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
| Complain that you can&#039;t play this for a month. Follow your laws. Be the crew&#039;s bitch. Open doors. Malfunction. Get wiped for not letting the [[captain]] robust the [[clown]]. Get bitched at. Name yourself something sexual. Get bitched at. Get carded. Get bitched at. Make everybody regret changing your laws by abusing loopholes to kill them. Talk exclusively in vox.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg|class=pixelart]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Follow your laws. Hope that you aren&#039;t blown up due to [[Research Director|certain individuals]] pressing their funny button. Forget to recharge. Forget that you&#039;re still somewhat human and do mindless repetitive tasks without emotion. Have lengthy discussions with crew members about the correct interpretation of your laws, only for the AI to ignore your opinions. Have no idea how to plasmaflood when you&#039;re inevitably subverted to do so.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic drone.png|64px|link=Drone|class=pixelart]]&amp;lt;br&amp;gt;[[Drone]]&lt;br /&gt;
|Fix the holes in whatever derelict station you spawned on. Be lonely. Somehow get to the station, be worn as a hat against your will and get bwoinked for leaving the derelict.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pai.png|64px|link=Personal AI|class=pixelart]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Be the friend someone has always wanted if they bother downloading you. Whine in OOC because they didn&#039;t. Don&#039;t fill in any of the fields except the name field. Imitate the AI and make it seem rogue. Imitate the Supermatter and make everyone shit their pants. Turn into a cat and serenade Runtime. Scare the AI by hacking into a public door.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;d&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Posibrain.gif|64px|class=pixelart|link=Positronic Brain]]&amp;lt;br&amp;gt;[[Positronic Brain]]&lt;br /&gt;
|Sit on the ground and activate your slow-clap processor until someone turns you into a borg. Beg to be put into an AI shell. Pray that someone gives you a funny lawset.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Antagonists ==&lt;br /&gt;
=== Main Antagonists ===&lt;br /&gt;
Main Antagonists are typically the primary antagonist of a single round, and form the backbone of how a round progresses.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#ff9999;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color: darkred; width:125px;&#039;   |Job&lt;br /&gt;
! style=&#039;background-color: darkred;&#039;                |Role&lt;br /&gt;
! style=&#039;background-color: darkred; width:100px;&#039;   |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitor.png|64px|link=Traitor|class=pixelart]]&amp;lt;br&amp;gt;[[Traitor]]&lt;br /&gt;
|Buy an ebow and esword and make people cry. Ignore your objectives and go on a rampage with your cool gear. Get unceremoniously killed and spaced by a toolbox-wielding assistant. Be obliterated by security for attempting to speak.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Not_Malf.gif|64px|link=Malfunctioning AI|class=pixelart]]&amp;lt;br&amp;gt;[[Malfunctioning AI]]&lt;br /&gt;
|&amp;quot;Forget&amp;quot; to remind the crew about suit sensors. Get your borg destroyed/emagged five minutes into the shift. Let people into your upload only to stun/kill them a second later. Flood the station with &amp;lt;s&amp;gt;plasma&amp;lt;/s&amp;gt; screams of the clown being beat to death by security over the intercom. Get unceremoniously carded and spaced by a toolbox-wielding assistant with an EVA suit.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Changeling.gif|64px|link=Changeling]]&amp;lt;br&amp;gt;[[Changeling]]&lt;br /&gt;
|Think John Carpenter&#039;s &#039;The Thing&#039;, without &#039;The Thing&#039; part. Relieve humans of their DNA and brain cells, which they don&#039;t use much anyway. Sting everyone who walks past you. Realize your armblade is bootleg AA. Be cremated instantly.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_nukesyndie.png|64px|link=Nuclear Operative|class=pixelart]]&amp;lt;br&amp;gt;[[Nuclear Operative]]&lt;br /&gt;
|Someone set us up the bomb! (AKA You) Get dat fukken disk. Plant a power sink on the solars. Waste all your telecrystals on balloons. Arm the nuke while your fellows are still on the station. Kidnap Ian. Slip on a piece of soap. Die.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cultist.png|64px|link=Blood Cult|class=pixelart]]&amp;lt;br&amp;gt;[[Blood Cult|Blood Cultist]]&lt;br /&gt;
|Scribble runes with your own blood. Summon eldritch gods. Rock out with your cult blade out and get arrested. Larp being a vampire.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant.png|64px|link=Revolution|class=pixelart]]&amp;lt;br&amp;gt;[[Revolution|Revolutionary]]&lt;br /&gt;
|Greytide without worrying about getting banned. Either kill the CMO and RD in under five minutes, or get crushed under Security&#039;s boots.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Easy to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_wizard.png|64px|link=Wizard|class=pixelart]]&amp;lt;br&amp;gt;[[Wizard]]&lt;br /&gt;
|FORTI GY AMA!! EI NATH!!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Antagonists ===&lt;br /&gt;
Side antagonists are secondary antagonists that are either subservient to other main antagonists, or have a small chance to appear during any round type. Side antagonists tend to be slightly less powerful than their main counterparts.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#ff9999;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color: darkred; width:125px;&#039;   |Job&lt;br /&gt;
! style=&#039;background-color: darkred;&#039;                |Role&lt;br /&gt;
! style=&#039;background-color: darkred; width:100px;&#039;   |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Blob core.gif|64px|link=Blob|class=pixelart]]&amp;lt;br&amp;gt;[[Blob]]&lt;br /&gt;
|Beware of The Blob, it creeps and leaps and glides and slides, across the floor, right through the door. Except you don&#039;t do any of this. Make the crew scream internally when you appear at the tail end of a mass station bombing. Slowly consume the station, until you either eat everything or get killed by the current round&#039;s antagonist.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Agent.png|64px|link=Abductor|class=pixelart]]&amp;lt;br&amp;gt;[[Abductor]]&lt;br /&gt;
|Kidnap people and experiment on them. Disregard that objective and kidnap Ian/Kill the AI. Accidentally kidnap yourself. Steal the armory after losing your tools. Hope your fellow Scientist/Agent is not incompetent and lets the crew kidnap you.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stand.gif|64px|link=Holoparasite|class=pixelart]]&amp;lt;br&amp;gt;[[Holoparasite]]&lt;br /&gt;
|Do what your summoner tells you to do. Set your battlecry to something so awful it makes your foes cry in battle. Annoy your summoner by constantly making JoJokes in their head. Be a punchghost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;ORA ORA ORA&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alien.png|64px|link=Alien|class=pixelart]]&amp;lt;br&amp;gt;[[Xenos|Xenomorph]]&lt;br /&gt;
|Ensure the crew gets a face full of alien &#039;&#039;wing-wang&#039;&#039;. Break procs. Squander your chance to be a big, purple killing machine and your race&#039;s survival in favor of acting out the [[Curator|Curator&#039;s]] favorite porno.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Guard.png|64px|link=Spider|class=pixelart]]&amp;lt;br&amp;gt;[[Spider|Spiders]]&lt;br /&gt;
|Catch flies in your web and suck his juices out just like your dad, a changeling. Get your xenobiologist banned because he let you lay eggs. Consume, Adapt, and respawn over and over in a new shell.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Easy to Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Swarmer.png|64px|link=Swarmers|class=pixelart]]&amp;lt;br&amp;gt;[[Swarmers]]&lt;br /&gt;
|Consume. Replicate. Repeat. Eat Telecomms. Teleport &amp;lt;s&amp;gt;other swarmers&amp;lt;/s&amp;gt; your enemies away from your metal. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Revenant.png|64px|link=Revenant|class=pixelart]]&amp;lt;br&amp;gt;[[Revenant]]&lt;br /&gt;
|Shock lights, transmit WGW right into the Curator until he goes mad. Trade for them until &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods get fed up and turn ghosts into you. Be a griefghost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Morph.png|64px|link=Morph|class=pixelart]]&amp;lt;br&amp;gt;[[Morph]]&lt;br /&gt;
|Eat pens for amusement, disguise yourself as beepsky. Disguise yourself as the Captain, confront the Captain while disguised as him, get shot.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shadowbeing.png|64px|link=Nightmare|class=pixelart]]&amp;lt;br&amp;gt;[[Nightmare]]&lt;br /&gt;
|Jaunt. Murder people and crush the flare exploit! Jaunt. Make the lights your bitch! Jaunt. Jaunt into light! Jaunt. Jaunt into stunbaton! Complain in deadchat.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_ninja.png|64px|link=Space Ninja|class=pixelart]]&amp;lt;br&amp;gt;[[Space Ninja]]&lt;br /&gt;
|Follow your orders, which may or may not involve you killing everything that moves. Kill everyone regardless.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Slaughterdemon.png|64px|link=Slaughter Demon|class=pixelart]]&amp;lt;br&amp;gt;[[Slaughter Demon]]&lt;br /&gt;
|Hunt down and kill the wizard who summoned you. Eat bodies out of the [[Morgue]] for health. Drag bleeding bodies through the hall. Make the janitor happy by making him become the most important job for a while. Be unable to bloodcrawl due to all the blood being cleaned up. Eat the janitor. RIP AND TEAR!&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Icons8 flat biohazard.svg.png|64px|link=Sentient Disease|class=pixelart]]&amp;lt;br&amp;gt;[[Sentient Disease]]&lt;br /&gt;
|Try to infect people. Get the virologist lynched. Get the CMO lynched. Get the rest of medbay lynched. Make everyone grow beards.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_obsessed.png|64px|link=Obsessed]]&amp;lt;br&amp;gt;[[Obsessed]]&lt;br /&gt;
|Try to act creepy and shifty. Fail because everyone&#039;s a miserable bastard in this shithole. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Newspacedragon.gif|64px|link=Pulsating Tumor|class=pixelart]]&amp;lt;br&amp;gt;[[Pulsating Tumor|Elite Mobs]]&lt;br /&gt;
|Kill the fools who awakened you! Trash the mining base! Surf on lava. Illegally resettle on the station. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Slimeorange.png|64px|link=Sentient Slime|class=pixelart]]&amp;lt;br&amp;gt;[[Sentient Slime]]&lt;br /&gt;
|Die, and die, and die. Be accursed by the &amp;quot;Coderbus&amp;quot; that lies above to be almost completely inconsequential.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#E9E9F1;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color:#464489; width:125px;&#039;   |Job&lt;br /&gt;
! style=&#039;background-color:#464489;&#039;                |Role&lt;br /&gt;
! style=&#039;background-color:#464489; width:100px;&#039;   |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ashwalker.png|link=Ghost Role policy#Ashwalkers|class=pixelart]]&amp;lt;br&amp;gt;[[Ghost Role policy#Ashwalkers|Ashwalker]]&lt;br /&gt;
|Die to ash storms. Die to an asteroid. Die to lava. Die when a Security strike team teleports into your base. Die to a Miner. Die in general.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Icewalker.png|link=Ghost Role policy#Icewalkers]]&amp;lt;br&amp;gt;[[Ghost Role policy#Icewalkers|Icewalker]]&lt;br /&gt;
|Fight a bear with your axe. Die to said bear. Use *meow constantly. Pray to Odin. LARP as a Viking. Bring miners to your home. Be bwoinked for not reading the rules.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:centcomofficial.png|64px|link=CentCom Official|class=pixelart]]&amp;lt;br&amp;gt;[[CentCom Official]]&lt;br /&gt;
|Be self-important, meddle with station affairs, annoy the Captain with bureaucracy. Get killed almost immediately by a random mob. Have you body looted by everyone, including the captain.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ian.PNG|64px|link=Ian|class=pixelart]]&amp;lt;br&amp;gt;[[Ian]]&lt;br /&gt;
|Ass-inspect, eat donuts, get killed, be dragged off to a washing machine and get gibbed. Cause a riot. Try to forget what the HOP does when nobody&#039;s looking.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Impossible&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chrono.png|64px|link=Chrono Legionnaire|class=pixelart]]&amp;lt;br&amp;gt;[[Chrono Legionnaire]]&lt;br /&gt;
|Erase the Clown from time. Accidently erase your objective from time. Erase Adolf Hitler for the 50th time this week. Without a trace! &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Never Existed&lt;br /&gt;
|-&lt;br /&gt;
![[File:Highlander.png|64px|link=Highlander|class=pixelart]]&amp;lt;br&amp;gt;[[Highlander]]&lt;br /&gt;
|&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;THERE CAN ONLY BE ONE&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:emergencyresponseteamcommander.png|64px|link=Emergency Response Team|class=pixelart]]&amp;lt;br&amp;gt;[[Emergency Response Team|Emergency Response Officer]]&lt;br /&gt;
|Arrive too late on the station to actually help. Lose the rest of your team, get outnumbered and die. Respawn as a second response team to save the first team.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:deathsquadofficer.png|64px|link=Death squad|class=pixelart]]&amp;lt;br&amp;gt;[[Death squad|Death Squad Officer]]&lt;br /&gt;
|Beg for DS, spawn in at CentCom, kill an admin who was trying to tell you your mission, get gibbed, beg for another chance. Set your rifle to DESTROY and terminate all lifeforms (including walls). Slip on a banana peel and a̶n̶d̶ ̶g̶e̶t̶ ̶b̶l̶a̶s̶t̶e̶d̶ ̶i̶n̶t̶o̶ ̶o̶b̶l̶i̶v̶i̶o̶n̶ ̶w̶i̶t̶h̶ ̶y̶o̶u̶r̶ ̶o̶w̶n̶ ̶r̶i̶f̶l̶e̶ laugh as your boots prevent you from slipping and the Clown can&#039;t fire your DNA-locked rifle. Shoot the Clown with your Mateba Revolver.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;b&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shade.png|64px|link=Construct|class=pixelart]]&amp;lt;br&amp;gt;[[Construct]]&lt;br /&gt;
|Get wrecked by cult, or change map preference to meta and tip your fedora at the chaplain. Laugh at the assistant trying to punch you, then get killed by a simplemob carp. Start beefs with other constructs for getting the first shell. Ask to be a Juggernaut and get &amp;lt;s&amp;gt;spaced&amp;lt;/s&amp;gt; Wraith instead.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Easy to Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Statue.png|64px|link=Imaginary Friend|class=pixelart]]&amp;lt;br&amp;gt;[[Imaginary Friend]]&lt;br /&gt;
|Yell at your host VERY loudly. Pray for divine vocal cords. Dispense bad advice. Constantly nag your host to not believe the lies of !!BIG PHARMA!!. Make erotic emote gestures at whoever is beating your host to death.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hideyhider.png|64px|link=Split Personality|class=pixelart]]&amp;lt;br&amp;gt;[[Split Personality]]&lt;br /&gt;
|Q: What are you planning to do? A: Well, big boy, it&#039;s a toss-up between running into that shocked grille currently venting into space over there, and that [[Emag|emagged]] recycler over here. What do ya think? &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Easy to Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghost2.png|64px|link=Ghost|class=pixelart]]&amp;lt;br&amp;gt;[[Ghost]]&lt;br /&gt;
|Talk to the other [[Clown|dead]] [[Assistant|people]]. Complain about the living. Admin help. &amp;lt;s&amp;gt;Omnighost&amp;lt;/s&amp;gt; Orbit around &amp;lt;s&amp;gt;the singulo&amp;lt;/s&amp;gt; whoever has the highest bodycount. Beg the admin to deploy a space ninja. Follow an antag like some form of ethereal dog pile. Be upset enough about &amp;lt;s&amp;gt;said antag&amp;lt;/s&amp;gt; &#039;&#039;&#039;literally everything&#039;&#039;&#039; to rival industrial salt mining. Be made visible by Wizards and rat out &amp;lt;s&amp;gt;other antags&amp;lt;/s&amp;gt; innocent assistants.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;f&amp;lt;/span&amp;gt;Ghastly!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Adamantine Golem.png|64px|link=Golem]]&amp;lt;br&amp;gt;[[Golem]]&lt;br /&gt;
|Do science, worship The Liberator, travel through space and enjoy solitude. &lt;br /&gt;
!&amp;lt;span style&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 13678A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Medical_Doctor&amp;diff=14151</id>
		<title>Medical Doctor</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Medical_Doctor&amp;diff=14151"/>
		<updated>2023-10-22T05:00:45Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|colour = 3F7597&lt;br /&gt;
|hcolour = white&lt;br /&gt;
|bcolour = 3F7597&lt;br /&gt;
|bhcolour = white&lt;br /&gt;
|ebcolour = 3F7597&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img_generic = Generic_Medical_Doctor.png&lt;br /&gt;
|img = Generic_Medical_Doctor.png&lt;br /&gt;
|jobtitle = Medical Doctor&lt;br /&gt;
|access = Medbay, Morgue, Operating Theatre, Mineral Storage&lt;br /&gt;
|additional = Chemistry Lab, Virology&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Save lives, run around the station looking for victims, scan everyone in sight&lt;br /&gt;
|guides = [[Guide to medicine]], [[Surgery|Guide to Surgery]], [[Guide to Traumas]], [[Guide to Wounds]]&lt;br /&gt;
|requirements = If injured people will let you heal them instead of breaking into Medical Storage, do so.}}&lt;br /&gt;
{{Medical Dept header}}&lt;br /&gt;
&lt;br /&gt;
You are the Medical Doctor. Your job is to ensure the crew stays healthy and alive, healing the wounded and reviving the dead. Needless to say, your work is cut out for you, but don&#039;t despair! You can still help people! Mostly. &lt;br /&gt;
==Doctor, Doctor!==&lt;br /&gt;
When you are a Medical Doctor, your job is to heal people, save them from the brink of death, and [[Guide_to_medicine#Revival_methods|revive]] the dead. You can diagnose injuries and diseases with the help of a [[health analyzer]] or even your PDA. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Much of the information on this page is dedicated to the basics of Medbay and the most prudent tips for beginning doctors. It&#039;s highly recommended that you read the [[Guide_to_medicine|Guide to medicine]] for full details on how health and bodies work in SS13, and the more advanced methods of restoring your patients.&lt;br /&gt;
&lt;br /&gt;
==Gearing Up==&lt;br /&gt;
Unsurprisingly, the first thing you should do upon spawning in as a Medical Doctor is explore Medbay, collect the tools you&#039;ll need to do the job, and familiarize yourself with the layout of whatever station you&#039;re on. There&#039;s a lot of goodies to go through, but once you get the hang of things, it&#039;s not too hard to equip yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Proto.png]] The first thing to note is the &#039;&#039;&#039;medical techfab&#039;&#039;&#039;, usually located in the storage room. You can use it to produce various useful medical items, provided the miners are keeping the station&#039;s supplies up. If the Science department is doing their jobs, you&#039;ll also be able to print upgraded versions of many medical items once the appropriate research is done, so be sure to check back frequently.&lt;br /&gt;
&lt;br /&gt;
[[File:Health_analyzer.gif|link=Special:FilePath/Health_analyzer.gif]] The &#039;&#039;&#039;health analyzer&#039;&#039;&#039; allows you to diagnose your patients, and you&#039;ll find an analyzer in the white medkit you spawn with. Simply hit somebody with it, and you&#039;ll get a readout telling you what&#039;s wrong with them. Using it in-hand toggles reagent scan mode, which instead tells you what chemicals their bodies contain. You should always have one of these on hand; later on, you might be able to upgrade to an &#039;&#039;&#039;advanced health analyzer&#039;&#039;&#039;, which gives even more information.&lt;br /&gt;
&lt;br /&gt;
[[File:MedGlasses.png]][[File:Nitrile_gloves.png]][[File:Medicalbelt.png]] Three pieces of clothing to collect are the &#039;&#039;&#039;medical HUD glasses&#039;&#039;&#039;, &#039;&#039;&#039;nitrile gloves&#039;&#039;&#039; and &#039;&#039;&#039;medical belt&#039;&#039;&#039;. The glasses allow you to see health bars above living creatures, instantly cluing you in on who&#039;s wounded; if the small icon next to them shows a face, they have a disease. The angrier the face looks, the worse the illness. The gloves drastically speed up the time needed to use patches, syringes and pills, and the belt can hold up to seven medical items for convenience. You can find all of these in a &#039;&#039;&#039;medical doctor&#039;s locker&#039;&#039;&#039;, usually in the storage room.&lt;br /&gt;
* On most stations, there is a pile of spare belts and Medical HUD glasses in the storage room.&lt;br /&gt;
&lt;br /&gt;
[[File:SMed.png]][[File:Tmed.png]][[File:Bmed.png]][[File:Brutefak.png]][[File:O2med.png]] &#039;&#039;&#039;Health kits&#039;&#039;&#039; contain a variety of items and medicine. The &#039;&#039;&#039;white&#039;&#039;&#039; medkits contain general use items, whereas the colored ones correspond to damage types. &#039;&#039;&#039;Green&#039;&#039;&#039; is toxin damage, &#039;&#039;&#039;orange&#039;&#039;&#039; is burn damage, &#039;&#039;&#039;pink&#039;&#039;&#039; is brute damage and &#039;&#039;&#039;blue&#039;&#039;&#039; is suffocation damage. Even if you don&#039;t know which chemicals do what, you can rely on the contents of these kits to heal a specific damage type from your patients. As a rule of thumb, don&#039;t dump the whole kit into one person: at most, one syringe, patch or pill at a time is a good bet.&lt;br /&gt;
&lt;br /&gt;
[[File:Drapes.png]][[File:Hemostat.png]][[File:Cautery.png]][[File:Retractor.png]][[File:Scalpel.png]][[File:Saw.png]][[File:Drill.png]] &#039;&#039;&#039;Surgical tools&#039;&#039;&#039; are needed for, well, surgery. The basic tools are the &#039;&#039;&#039;drapes&#039;&#039;&#039;, &#039;&#039;&#039;hemostat&#039;&#039;&#039;, &#039;&#039;&#039;cautery&#039;&#039;&#039;, &#039;&#039;&#039;retractor&#039;&#039;&#039;, &#039;&#039;&#039;scalpel&#039;&#039;&#039;, &#039;&#039;&#039;saw&#039;&#039;&#039; and &#039;&#039;&#039;drill&#039;&#039;&#039;. The white medkit you spawn with contains half of them, specifically the ones needed to perform the basic &#039;tend wounds&#039; surgery. You can find the rest in the operating rooms, or print them from the lathe. With the right research, you can also print advanced tools that combine the functions of two tools into one.&lt;br /&gt;
&lt;br /&gt;
[[File:MediPen.png]][[File:Suture.png]][[File:Regenerative_mesh.png]][[File:Gauze.png]] &#039;&#039;&#039;Medipens&#039;&#039;&#039; are single-use items that come preloaded with useful chemicals. In particular, the &#039;&#039;&#039;epinephrine medipen&#039;&#039;&#039; contains epinephrine, which stabilizes patients at critical health, and formaldehyde, which stops organs from rotting if injected into a corpse and generally makes revival a lot easier. &#039;&#039;&#039;Sutures&#039;&#039;&#039; and &#039;&#039;&#039;regenerative meshes&#039;&#039;&#039; can be used on people to quickly heal brute and burn damage, respectively, making them ideal for quickly patching up minor wounds. &#039;&#039;&#039;Medical gauze&#039;&#039;&#039; is used to stop bleeding in patients.&lt;br /&gt;
&lt;br /&gt;
[[File:Sgun.png]] The &#039;&#039;&#039;syringe gun&#039;&#039;&#039; is a tool that can be loaded with a syringe, and used to instantly inject people from a distance with a chemical. In theory, they can be used for doctoring to quickly inject someone with a syringe full of medicine at a distance. In practice, people fill normal syringes with lethal doses of poisonous chemicals and use the syringe guns as self defense or murder weapons. The &#039;&#039;&#039;rapid syringe gun&#039;&#039;&#039; can be researched and printed from the lathe, and holds 6 syringes.&lt;br /&gt;
&lt;br /&gt;
[[File:Defib.png]] &#039;&#039;&#039;Defibrillators&#039;&#039;&#039; are used to bring people back to life, provided their bodies are in good enough shape. In order to use one, you must equip it in your back slot, dual wield its paddles, and target the chest of the body you&#039;re trying to revive. With research, the lathe can print off &#039;&#039;&#039;wall mounts&#039;&#039;&#039; for defibs, and later even &#039;&#039;&#039;compact defibrillators&#039;&#039;&#039; that use your belt slot instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Stasis_bed_off.png]] The &#039;&#039;&#039;stasis bed&#039;&#039;&#039; is an incredibly powerful piece of machinery. When someone is buckled into it, they enter stasis, which essentially freezes their vitals; they won&#039;t lose health or blood, but they also won&#039;t process any chemicals in their bodies. Buckling someone to a stasis bed while you work on them is highly recommended, but Medbay typically has a limited supply of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operating tables&#039;&#039;&#039; are the designated location for performing surgery, but it&#039;s the &#039;&#039;&#039;operating computer&#039;&#039;&#039; that makes the magic happen. As Science researches better operating procedures, you can synchronize the computer to download those procedures&#039; data, and any operating table (or stasis bed!) adjacent to an operating computer is &amp;quot;upgraded&amp;quot; to unlock those procedures for patients buckled to them. Make sure to keep your computers updated, and you&#039;ll be able to perform much better surgical procedures.&lt;br /&gt;
&lt;br /&gt;
[[File:Cryo.gif]] The &#039;&#039;&#039;cryo tubes&#039;&#039;&#039; can be used to heal various damage types with the power of coldness. Provided the cryo tubes are set up correctly, placing someone into a tube will cause them to gradually heal. This is the main method of healing cellular damage. To set up the tubes, simply insert the nearby beakers of cryoxodone (blue), use a wrench on the oxygen tanks, and make sure the freezer is turned on and set to its minimum temperature. You can put different chemicals in the tubes, but the default cryoxodone will suffice if nobody makes anything better.&lt;br /&gt;
&lt;br /&gt;
[[File:IV_Drip.png]] &#039;&#039;&#039;IV drips&#039;&#039;&#039; are used to quickly inject blood or chemicals into a patient. To use them, fill a beaker or blood bag with the appropriate chemical, attach it to the drip, and then drag the drip onto a patient. If the drip is empty, you can also toggle it between injecting blood or draining blood.&lt;br /&gt;
&lt;br /&gt;
There are a number of other items and machines in Medbay, but this list encompasses many of the most crucial ones you&#039;ll need as a doctor.&lt;br /&gt;
&lt;br /&gt;
==The First Patient==&lt;br /&gt;
So you&#039;ve gotten yourself geared up, and somebody comes running into Medbay, either wounded or carrying a dead body. What do?&lt;br /&gt;
&lt;br /&gt;
===Tend Wounds===&lt;br /&gt;
If the patient is alive, things are definitely easier. If all they have is minor brute or burn damage, just hand them some sutures and regenerative meshes if you have any left, and slap some gauze on them if they&#039;re bleeding. If you run out, or they have toxin or suffocation damage, check Medbay storage for the appropriately colored medkits.&lt;br /&gt;
&lt;br /&gt;
For a more intensive method of curing brute and burn damage, you&#039;ll want to use the &#039;&#039;&#039;Tend Wounds&#039;&#039;&#039; surgery:&lt;br /&gt;
&lt;br /&gt;
1) Have your patient lie down, preferably buckled to a &#039;&#039;&#039;stasis bed&#039;&#039;&#039; or &#039;&#039;&#039;operating table&#039;&#039;&#039;, and remove their exosuit and/or uniform to expose the chest. Drag their sprite onto yours to strip them if needed. This isn&#039;t always necessary, but speeds up the healing greatly.&lt;br /&gt;
&lt;br /&gt;
2) With {{Combat_Mode}} off, target the chest and use &#039;&#039;&#039;surgical drapes&#039;&#039;&#039; on the patient to bring up the surgery menu. Select the Tend Wounds for the damage type they have.&lt;br /&gt;
&lt;br /&gt;
3) Use a &#039;&#039;&#039;scalpel&#039;&#039;&#039; on them to cut them open, then use your &#039;&#039;&#039;hemostat&#039;&#039;&#039; on them to begin fixing them.&lt;br /&gt;
&lt;br /&gt;
4) Once they&#039;re healthy (you&#039;ll automatically stop the procedure when they&#039;re done), use the &#039;&#039;&#039;cautery&#039;&#039;&#039; to close them up.&lt;br /&gt;
&lt;br /&gt;
Tend Wounds can heal an unlimited amount of burn or brute damage provided you have the time to spend on it, and if the bed you&#039;re using has an adjacent &#039;&#039;&#039;operating computer&#039;&#039;&#039;, you might be able to use upgraded versions of Tend Wounds for faster healing.&lt;br /&gt;
&lt;br /&gt;
===Critical Situation===&lt;br /&gt;
A patient with over 100 damage in any category will be in &#039;&#039;&#039;crit&#039;&#039;&#039;, typically crawling around and likely unable to speak properly. If any stasis beds are available, immediately try to buckle them in to stop any further degradation; if not, inject them with epinephrine to stabilize them as you work.&lt;br /&gt;
&lt;br /&gt;
Tend Wounds is again the best non-chemical way to heal brute or burn damage, and {{LeftclickCmodeoff}} clicking on them with {{Combat_Mode}} off and an empty hand allows you to perform CPR to alleviate suffocation damage over 100. A patient suffering from many types of damage but still alive is best suited for &#039;&#039;&#039;cryo tube&#039;&#039;&#039; healing.&lt;br /&gt;
&lt;br /&gt;
===Limb and Organ Damage===&lt;br /&gt;
If an organ is listed as &amp;quot;severely damaged&amp;quot; or &amp;quot;nonfunctional&amp;quot; on your health analyzer, the patient will likely suffer from effects ranging to blindness (eyes) to constant toxin damage (liver) to dying (heart). You have two options here: one, if the patient is in a proper bed, you may be able to perform a surgical procedure to fix their organs, such as a Coronary Bypass for the heart. These surgeries can typically only be done once per organ.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can replace the organ with the Organ Manipulation surgery. The &#039;&#039;&#039;medical autolathe&#039;&#039;&#039; can print off cybernetic organs, with better cybernetics available as Science researches them. You can also take organs out of a healthy body and use those, but beware that organs decay when not in a living person. Note that organs will gradually heal over time, so it&#039;s usually safe to ignore &amp;quot;slightly damaged&amp;quot; ones.&lt;br /&gt;
&lt;br /&gt;
Limbs can be reattached in the same fashion, using the Prosthetic Reattachment surgery. You can use cyborg limbs from Robotics, or reattach the original limbs if you can find them. Not having limbs can be incredibly frustrating, but generally isn&#039;t life-threatening.&lt;br /&gt;
&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
Blood loss can be a deceptively dangerous ailment, characterized by fainting and taking damage, and is often caused by bleeding patients being dragged along the ground. If someone is leaving a trail of blood behind them, &#039;&#039;&#039;stop dragging them&#039;&#039;&#039;! Aggressively {{Grab}} them, then drag their sprite onto yours to carry them safely.&lt;br /&gt;
&lt;br /&gt;
Once they&#039;re in Medbay, you can either feed them iron, inject saline-glucose solution, or find a compatible blood type in a blood bag. You can also combine a sample of their blood with unstable mutagen to duplicate it. &#039;&#039;&#039;IV drips&#039;&#039;&#039; are the best way to quickly inject large amounts of blood into somebody, but don&#039;t overfill them!&lt;br /&gt;
&lt;br /&gt;
===Diseases===&lt;br /&gt;
If you&#039;re wearing a medical HUD, people with diseases will have a small smiley face next to their health meters. Blue faces are good diseases, green and yellow are negative, and red or flashing red are extremely bad. Keep in mind however that not every virus is visible, and some stealthy viruses will not show up on the hud.&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;&#039;health analyzer&#039;&#039;&#039; will tell you the name and cure of any disease infecting a patient. The cures are almost always chemicals you can obtain from Chemistry, and once somebody is cured, the Virologist can make a vaccine from their blood.&lt;br /&gt;
&lt;br /&gt;
===Other Problems===&lt;br /&gt;
In addition to the above, there are other semi-common issues people may have. This isn&#039;t a comprehensive list of solutions, but the most immediate way to help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiation:&#039;&#039;&#039; Caused by being near the supermatter crystal or singularity, or genetic problems. Feed them &#039;&#039;&#039;pentetic acid&#039;&#039;&#039; or &#039;&#039;&#039;multiver&#039;&#039;&#039; to get rid of their toxin damage, and ask your fellow doctors for help if you don&#039;t know how to make &#039;&#039;&#039;pentetic acid&#039;&#039;&#039; ([[Guide_to_chemistry|or just look it up on this wiki]]). &#039;&#039;&#039;Showers&#039;&#039;&#039; pause the harmful effects of radiation, making it easier to heal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cellular damage:&#039;&#039;&#039; A rare damage type mostly caused by slimes. Put them in the &#039;&#039;&#039;cryo tubes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brain damage:&#039;&#039;&#039; Can randomly happen to anybody, and comes in many forms. Target the head and use the Brain Surgery procedure to try and fix them. Not all forms of brain damage can be fixed by surgery, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Augmentation:&#039;&#039;&#039; Not a problem per se, but people might ask you to surgically replace their body parts with cool cybernetics, or stick implants into them. All of this and more is a simple matter of performing the appropriate [[Surgery#Procedures_requiring_no_research_or_computer|surgery]].&lt;br /&gt;
&lt;br /&gt;
===Raising The Dead===&lt;br /&gt;
If a patient has died, they can still be revived using a defibrillator, but only if they meet the proper requirements.&lt;br /&gt;
&lt;br /&gt;
0) Examine your patient. If their description mentions that &amp;quot;their soul is departed&amp;quot;, that they&#039;re &amp;quot;catatonic&amp;quot;, or they &amp;quot;committed suicide&amp;quot;, that character&#039;s player has deliberately chosen to leave the round. Throw them in the morgue or harvest their body parts.&lt;br /&gt;
&lt;br /&gt;
1) Buckle them to a stasis bed, or inject formaldehyde (your epinephrine medipen has some). This stops their organs from decaying further.&lt;br /&gt;
&lt;br /&gt;
2) Check their heart with your health analyzer. If it&#039;s &amp;quot;non functional&amp;quot;, you can&#039;t defib them. Fix it with a Coronary Bypass surgery, or replace it altogether.&lt;br /&gt;
&lt;br /&gt;
3) While you&#039;re at it, fix or replace any other &amp;quot;severely damaged&amp;quot; or &amp;quot;non functional&amp;quot; organs. If the brain is &amp;quot;non functional&amp;quot; due to heavy drug abuse, you&#039;ll have to do [[Surgery#Brain_Surgery|brain surgery]]. Only the brain and heart are truly necessary, but nobody likes being deaf, blind and liver-poisoned.&lt;br /&gt;
&lt;br /&gt;
4) Fix their bodies using Tend Wounds; too much brute and burn damage will prevent the defib from working. Remember that corpses don&#039;t process chemicals, so you&#039;ll need to manually repair them. Make sure to remove your patient&#039;s exosuit and uniform to speed things up. If there&#039;s any negative chemicals in them (use your analyzer&#039;s reagent scan mode), use the Stomach Pump surgery to flush their systems.&lt;br /&gt;
&lt;br /&gt;
At this point, you&#039;re ready to try defibrillation.&lt;br /&gt;
&lt;br /&gt;
5) Remove your backpack and place the defibrillator on your back. If it&#039;s wall mounted, simply click it; if it&#039;s a compact defibrillator, put it on your belt instead.&lt;br /&gt;
&lt;br /&gt;
6) With both paddles in one hand and the other empty, use them in-hand to dual-wield the paddles.&lt;br /&gt;
&lt;br /&gt;
7) Target the chest and apply defibrillation to the patient. Make sure they&#039;re not wearing anything protective over their chest, and make sure you&#039;re not dragging them, or you&#039;ll electrocute yourself as well!&lt;br /&gt;
&lt;br /&gt;
If everything went well, the patient will return to life! Immediately drop your paddles and click them with a free hand to apply CPR; freshly defibbed patients typically have large amounts of suffocation damage, and CPR will bring them out of crit (below 100 damage). With any luck, you can then proceed to treat them as you would anybody else: check their blood level, give them appropriate healing chemicals for whatever damage they have, and generally patch them up. &lt;br /&gt;
&lt;br /&gt;
If you successfully revive someone only for them to immediately die again, try to buckle them to a stasis bed and look for what could be causing it. Check their organs, any chemicals in their body, their blood levels, radiation, and if all else fails ask other doctors for help.&lt;br /&gt;
&lt;br /&gt;
In a worst case scenario, there are other means to bring players back into a round. Roboticists can turn brains into cyborgs, and Botanists can turn them into podpeople.&lt;br /&gt;
&lt;br /&gt;
===Alas Poor Yorick===&lt;br /&gt;
If a &amp;quot;patient&amp;quot; is reduced to merely a head, you&#039;ll have to get creative. The best way to handle this is to simply put the head or brain on a new, healthy body.&lt;br /&gt;
&lt;br /&gt;
To get said bodies, you can bother Genetics, Botany or Xenobiology for a monkey, inject it with mutadone to turn it into a human, and then begin operating. If you&#039;re using the brain, cut it out of the dead guy&#039;s head, pour a beaker of mannitol on it to heal it, cut out your healthy body&#039;s brain, jam the old brain in, and start working to defibrillate. You can also amputate the new body&#039;s head and attach the old one through surgery, but make sure the brain is still good!&lt;br /&gt;
&lt;br /&gt;
==Medibots==&lt;br /&gt;
[[File:Medibot.gif]] [[Guide_to_robotics#Medibot|Medibots]] can be invaluable helpers for a medical staff. These helpful little bots can be built by Robotics, and automatically perform the Tend Wounds surgery on wounded people who come across them. By opening them up with a free hand, you can set them to patrol the station, remain in one place, and even synchronize them to the research department to upgrade their healing abilities.&lt;br /&gt;
&lt;br /&gt;
Just one medibot can be a massive help for any Medbay staff, and they can even be given &amp;lt;s&amp;gt;funny&amp;lt;/s&amp;gt; interesting names. Be wary of emagged medibots, however, as they&#039;ll instead pump their &amp;quot;patients&amp;quot; with deadly toxins!&lt;br /&gt;
&lt;br /&gt;
==No Respect==&lt;br /&gt;
You will, inevitably, have invaders. It&#039;s not your job to fight people but it&#039;s up to you if you want to try to [[Guide_to_Combat#Unarmed_Combat|defend]] your department from random people breaking in to steal things. If you&#039;re stressed it may be better to just look the other way and let someone else handle it, or call security. Your best defense is your coworkers - with up to 5 Medical Doctors, the CMO, Virologist, two Chemists and countless patients, Medbay is &#039;&#039;packed&#039;&#039;, and all of them feel the same sting of disregard cast at them by fellow crewmates. If you band together, you will usually far outnumber any lone threat that wants to break down every window and grille in your workplace. &lt;br /&gt;
&lt;br /&gt;
Sometimes it may be necessary to shoot someone with some morphine (don&#039;t overdose!). &lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The medical belt can store all [[Surgery#Surgical_Tools|surgery tools]]. &lt;br /&gt;
* You can cut bedsheets with a scalpel or wirecutter and use the resulting cloth to craft a chemistry bag [[File:Chemistry_bag.png]]. &lt;br /&gt;
* Bedsheets work as drapes for [[Surgery|surgery]]. &lt;br /&gt;
* If you implant a guy with a flashlight, he can still use it as a flashlight.&lt;br /&gt;
* Raw carrots heal eye damage.&lt;br /&gt;
* You can use a health analyzer on a body to see the time of death.&lt;br /&gt;
* Star-Kist is just cola with orange juice. Thus will metabolize a bit faster and can be used as a very poor man&#039;s medicine to speed up CPR.&lt;br /&gt;
* Cryo won&#039;t work on you if you have cold resistance:&lt;br /&gt;
** Insulating items like hardsuits, ins. gloves, gasmask, firesuits - they all slow down cryo or even stop it from working entirely.&lt;br /&gt;
** If the patient in question has cold resistance, you may want to try go old-school and actually apply some medicine yourself, lazy bum.&lt;br /&gt;
** That is, of course, if there&#039;s only cryoxadone in the tubes, since those need cold body temperatures to work.&lt;br /&gt;
* Wearing earmuffs will heal ear damage.&lt;br /&gt;
* Wearing a blindfold will heal eye damage.&lt;br /&gt;
* Attach a stethoscope on your neck slot and it&#039;ll make you look like you know what you&#039;re doing.&lt;br /&gt;
* Showers (wrenched to be cold) work just as well as cryo, as long as you have the drugs in your system.&lt;br /&gt;
* People with hardsuits/MODsuits on cannot be defibbed.&lt;br /&gt;
&lt;br /&gt;
==To Conclude==&lt;br /&gt;
You are a Doctor. Your job is to help people - sometimes forcibly - and dealing with the fallout from the numerous violent calamities that inevitably descend on the station. You serve both as go-between for the station and large and the more specialized medical departments.&lt;br /&gt;
&lt;br /&gt;
If you seek respect in this job, you have to go out of your way to earn it. But never forget the damage you can inflict on the unwary.&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 3F7597&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Coroner&amp;diff=14150</id>
		<title>Coroner</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Coroner&amp;diff=14150"/>
		<updated>2023-10-22T04:56:14Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: Created page with &amp;quot;You are the Coroner. The main difference between your job and any other doctor is that you work with dead people, not those who are about to die.  &amp;#039;&amp;#039;&amp;#039;Bare minimum requirements:&amp;#039;&amp;#039;&amp;#039; Perform autopsies on deceased people and report their reason for death to Medical and Security. Perform the Dissections listed in your Operating Computer.  == The Grim Reaper == Like Medical Doctors you appear when people die, but it’s not your job to make them walk again....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You are the Coroner. The main difference between your job and any other doctor is that you work with dead people, not those who are about to die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Perform autopsies on deceased people and report their reason for death to Medical and Security. Perform the Dissections listed in your Operating Computer.&lt;br /&gt;
&lt;br /&gt;
== The Grim Reaper ==&lt;br /&gt;
Like [[Medical Doctor|Medical Doctors]] you appear when people die, but it’s not your job to make them walk again. In general you’ll only be able to get your hands on those who, for whatever reason, are no longer revivable. &lt;br /&gt;
&lt;br /&gt;
Your job consists of performing autopsies on deceased people to determine their reason for death and using the Medical Records console to write down the reasons for every dead person.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
* A Coroner Medkit&lt;br /&gt;
* A box full of bodybags, to manage your morgue.&lt;br /&gt;
* Your Autopsy Scanner, which is your main tool.&lt;br /&gt;
* A Service and Medical radio headset.&lt;br /&gt;
* A dropper, to efficiently apply Formaldehyde.&lt;br /&gt;
&lt;br /&gt;
==== Coroner Medkit ====&lt;br /&gt;
The Coroner Medkit is a type of medkit that comes with some additional Coroner gear, instead of the usual sutures and surgery tools:&lt;br /&gt;
&lt;br /&gt;
* A bottle of Formaldehyde, to prevent organ decay.&lt;br /&gt;
* A gel applier of Sterilizine, to make surgery faster.&lt;br /&gt;
* A white crayon, for crime scenes of corpses.&lt;br /&gt;
* An empty Blood bag, for draining blood from corpses.&lt;br /&gt;
* 2 body bags, to store dead people.&lt;br /&gt;
* A syringe, to apply all sorts of Chemicals.&lt;br /&gt;
* A folder, to store your autopsy reports.&lt;br /&gt;
&lt;br /&gt;
=== In my professional opinion... the Heavy was KILLED! ===&lt;br /&gt;
Using your Autopsy Scanner, you can perform the [[Surgery#Autopsy|Autopsy Surgery]] to attempt to figure out the circumstances around their death. This is especially beneficial to bodies who have no soul, or those that Medical does not want to revive. However, doing this surgery will also be helpful if they are later revived, as it will give the body a 20% surgery speed bonus. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can do the [[Surgery#Dissection|Dissection Experiments]] to help Medical get their tech to print Health Analyzers, Advanced Surgery tools, and much more.&lt;br /&gt;
&lt;br /&gt;
== Morgue Trays and stuffing bodies into them. ==&lt;br /&gt;
Morgue Trays are found everywhere in the Morgue. If you put a body in a Morgue Tray, its organs will stop decomposing, as long as the room is powered.&lt;br /&gt;
&lt;br /&gt;
These trays also have a color to indicate the status of what&#039;s in the tray&lt;br /&gt;
&lt;br /&gt;
* Green: There is a body inside, and has a player who is waiting for a revival&lt;br /&gt;
* Yellow: There are no bodies inside, but there are items.&lt;br /&gt;
* Red: There is a body inside, but there is no player in it.&lt;br /&gt;
* Off: There is nothing inside.&lt;br /&gt;
&lt;br /&gt;
There is also a Beeper attached to Morgue Trays, which will make an alert sound when a player enters their body as they are inside of one, letting you know they wish to re-enter the round. You can toggle this with Alt+Left Click.&lt;br /&gt;
&lt;br /&gt;
You can fit up to 2 bodies inside of a bodybag, to save on space, however, if you wish to focus on organization, you can use a pen on a bodybag to label it. Putting a labelled bodybag inside of a morgue tray, will tag the morgue tray and name it after the body bag.&lt;br /&gt;
&lt;br /&gt;
=== Secure Morgue Trays ===&lt;br /&gt;
In the Coroner&#039;s Office are 2-4 Secure Morgue Trays. These are the same as regular Morgue Trays, but their Beepers are off by default and are behind [[Coroner Office]] access, rather than just the Morgue. Security may want to morgue some [[Antagonist|people]] inside of it, so it&#039;s your job to maintain it and ensure these bodies don&#039;t get revived by those pesky [[Medical doctor|do-gooders]].&lt;br /&gt;
&lt;br /&gt;
== Forensics Work ==&lt;br /&gt;
As a person who can determine the reasons for [[Admin|almost]] any death, you are very valuable to the [[Detective]]. Keep in contact with them, either through PDA or radio.&lt;br /&gt;
&lt;br /&gt;
=== Medical Records ===&lt;br /&gt;
By updating Medical Records you&#039;re giving constant intel to the [[Detective]] (and maybe the [[Psychologist]]). It is your job to keep these accurate and up to date (and chances are that nobody else in medbay is going to do it!)&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* The coroner gets the Morbid trait by default, making them like creepy things and hate healing people. The Morbid trait allows you to get a 30% speed boost when doing morbid surgeries such as [[Surgery#Dissection|dissection]] using morbid tools. Morbid tools have a special line in their description mentioning that they are better for morbid surgeries, but worse for other surgeries.&lt;br /&gt;
* Coroners can slowly heal toxin damage by eating [[Guide_to_hydroponics#Cucumber|pickles]] or drinking pickle juice. The coroner item vendor has a jar of pickles in the premium section.&lt;br /&gt;
* As a coroner, you can drink [[Guide_to_chemistry#Formaldehyde|formaldehyde]] without any negative effects.&lt;br /&gt;
* The contraband section of your vending machine contains a ritual knife and a scythe, both are good melee weapons and give speed bonus in morbid surgeries.&lt;br /&gt;
* If you have the Morbid trait, you don&#039;t get cursed for graverobbing on [[Lavaland|Lavaland]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Geneticist&amp;diff=14149</id>
		<title>Geneticist</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Geneticist&amp;diff=14149"/>
		<updated>2023-10-22T04:53:12Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader|colour=A06DA0|hcolour=white|stafftype=SCIENCE|ebcolour=A06DA0|img=Generic_Geneticist.png|jobtitle=Geneticist|superior=[[Research Director]]|difficulty=Easy/Medium|guides=[[Guide to genetics]]|access=Science, Genetics, Morgue|duties=Create beneficial genetic modifiers for the crew. Cry when you realize you got it done in ten minutes.}}&lt;br /&gt;
&lt;br /&gt;
You start in Genetics and get to work on people&#039;s genes. The main thing you&#039;re meant to do is to find superpowers and &amp;lt;del&amp;gt;sell&amp;lt;/del&amp;gt; give them to the appropriate people, such as the [[Chain_of_Command#Heads_of_Staff|Heads of Staff]], the [[Security]] and the [[Engineer|Engineers]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Don&#039;t give away Hulk to the [[Assistant|greytide]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base skills:&#039;&#039;&#039; Know whether a given mutation should be disabled as soon as it comes up, stay hidden on a disk, or be distributed and to whom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced skills:&#039;&#039;&#039; Know [[Infections|how to handle viruses]] to safely create and use CRISPR charges, and for when the monkeys &#039;&#039;inevitably&#039;&#039; get sick. Know how to efficiently use chromosomes, and to have &#039;&#039;Hulk&#039;&#039; and &#039;&#039;Fire Breath&#039;&#039; injectors ready before a [[Guide_to_malfunction|malf]] blow your consoles up or [[xenos]] invade your lab.&lt;br /&gt;
&lt;br /&gt;
The genetics lab is located in Science.&lt;br /&gt;
&lt;br /&gt;
==Genetic Research==&lt;br /&gt;
Your main job is to manipulate the DNA of humanoids to discover useful gene mutations.&lt;br /&gt;
What you choose to use the results for is up to you, but the [[Research Director]] and the [[Assistant|Tide]] are likely to come asking for mutations.&lt;br /&gt;
&lt;br /&gt;
In practice, you will mainly recreate DNA pairs of &#039;&#039;A&#039;&#039;s and &#039;&#039;T&#039;&#039;s, and of &#039;&#039;C&#039;&#039;s and &#039;&#039;G&#039;&#039;s, guess when both elements of a pair are missing, use the [[File:Gene_scanner.gif]] genetic sequence analyzer, or use the &#039;&#039;Joker&#039;&#039; (or wait for its 20 min cooldown to finally end). Left-clicking to roll forward, right-clicking to roll backward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will gradually unlock beneficial and negative mutations, and get a large choice of mutations you can gift or sell. For example:&lt;br /&gt;
*&#039;&#039;Telekinesis&#039;&#039; to help Engineers and [[Atmospheric_Technician|Atmos. Techs]], and [[Cargo_Technician|Cargo]] do their heavy lifting (canisters and crates) and use computers despite their [[Clothing_and_Accessories#Insulated_Gloves|insuls]] and H.A.U.L. gauntlets.&lt;br /&gt;
*&#039;&#039;Insulated&#039;&#039; to Engineers, so they can swap their chunky insuls for fire-retardant [[Clothing_and_Accessories#Black_Gloves|black gloves]]&lt;br /&gt;
**Security would also benefits from &#039;&#039;Insulated&#039;&#039; &amp;lt;del&amp;gt;when&amp;lt;/del&amp;gt; if the silicons &amp;lt;del&amp;gt;eventually&amp;lt;/del&amp;gt; go rogue.&lt;br /&gt;
**Additionally, other Science staff members could assist the engineers with broken cables, or give back the insuls they took in Tech Storage.&lt;br /&gt;
*&#039;&#039;Mind Reader&#039;&#039; and &#039;&#039;Transcendent Olfaction&#039;&#039; could help the [[Detective]] in an investigation.&lt;br /&gt;
*&#039;&#039;Pig Latin&#039;&#039; if you want to bully the [[Curator]].&lt;br /&gt;
*&#039;&#039;Glowy&#039;&#039; to offer some degree of protection against [[Nightmare|Nightmares]], feed Podpeople, or bully Shadowpeople.&lt;br /&gt;
*Then there is &amp;lt;del&amp;gt;&#039;&#039;Space Ada&#039;&#039;&amp;lt;/del&amp;gt; &#039;&#039;Temperature Adaptation&#039;&#039; and &#039;&#039;Pressure Adaptation&#039;&#039;. Expect a lot of people to come only for those two.&lt;br /&gt;
*&#039;&#039;Hulk&#039;&#039; is also extremely useful, and as dangerous. You should print a few injectors, store the mutation on disk, delete it from the computer, and give both the injectors and the disk to [[Security]] or the [[Research_Director|RD]] for safekeeping.&lt;br /&gt;
*If things are &#039;&#039;bad&#039;&#039;, then you may consider &#039;&#039;Internal Martyrdom&#039;&#039; for those ready to die/sacrifice themselves fighting [[Nuclear Operative|NukeOps]] or the Malf&#039;s borgs. Be sure to have the consent of your patients, or the approval of at least one Head (arguably, only the Head with the right to call executions&#039; should count — either the [[Captain]] or the [[HoS]]).&lt;br /&gt;
*You could also use &#039;&#039;Fire breath&#039;&#039;&#039;s incendiary power to take down filthy [[Xenos|Xenomorphs]].&lt;br /&gt;
*Some people enjoy the benefits of &#039;&#039;Gigantism&#039;&#039; and &#039;&#039;Dwarfism&#039;&#039;, as well.&lt;br /&gt;
**If you&#039;re unlucky (or lucky?), you may even have [[Chaplain|&#039;&#039;that&#039;&#039; guy]] as a client — the Burdened God worshipper, asking for more and more of those &amp;lt;del&amp;gt;sweet&amp;lt;/del&amp;gt; disabilities you are discovering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another feature of the DNA scanners is to extract identities from DNA (&amp;quot;Enzymes&amp;quot;). You can then usurp someone else&#039;s identity and looks, or allow someone else to. You may also save the [[Captain]]&#039;s if they need to perform undercover missions or to [[Revolution|hide]].&lt;br /&gt;
&lt;br /&gt;
See the &#039;&#039;&#039;[[Guide to genetics|Guide to Genetics]]&#039;&#039;&#039; for a detailed guide about how it works.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*If someone has a cavity implanted item, you can instantly remove it by monkeying them.&lt;br /&gt;
*Monkeying someone who is impregnated with a [[Xenos|Alien Larva]] will cure them.&lt;br /&gt;
*HARSing a zombie will remove the tumor from their head, curing them!&lt;br /&gt;
*The Genetics DNA altering console can spit out injectors UE and UI. This means that if you get a willing volunteer, or even just human a monkey, you can run around the station changing everyone into the same person (if you do this without being antag or having people’s consent, you may get banned).&lt;br /&gt;
*Radiation (and [[Guide_to_chemistry#Unstable_mutagen|mutagen]]) has a very, VERY small chance to give non-negative effects.&lt;br /&gt;
*&#039;&#039;Telekinesis&#039;&#039; allows you to keep the scanner&#039;s interface open if you put yourself (or get put) in the scanner; helpful to hide, get out, or tweak your own gene pool/identity.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Geneticist&amp;diff=14148</id>
		<title>Geneticist</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Geneticist&amp;diff=14148"/>
		<updated>2023-10-22T04:51:26Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader|colour=A06DA0|hcolour=white|stafftype=SCIENCE|ebcolour=A06DA0|img=Generic_Geneticist.png|jobtitle=Geneticist|superior=[[Research Director]]|difficulty=Easy/Medium|guides=[[Guide to Genetics]]|access=Science, Genetics, Morgue|duties=Create beneficial genetic modifiers for the crew. Cry when you realize you got it done in ten minutes.}}&lt;br /&gt;
&lt;br /&gt;
You start in Genetics and get to work on people&#039;s genes. The main thing you&#039;re meant to do is to find superpowers and &amp;lt;del&amp;gt;sell&amp;lt;/del&amp;gt; give them to the appropriate people, such as the [[Chain_of_Command#Heads_of_Staff|Heads of Staff]], the [[Security]] and the [[Engineer|Engineers]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Don&#039;t give away Hulk to the [[Assistant|greytide]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base skills:&#039;&#039;&#039; Know whether a given mutation should be disabled as soon as it comes up, stay hidden on a disk, or be distributed and to whom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced skills:&#039;&#039;&#039; Know [[Infections|how to handle viruses]] to safely create and use CRISPR charges, and for when the monkeys &#039;&#039;inevitably&#039;&#039; get sick. Know how to efficiently use chromosomes, and to have &#039;&#039;Hulk&#039;&#039; and &#039;&#039;Fire Breath&#039;&#039; injectors ready before a [[Guide_to_malfunction|malf]] blow your consoles up or [[xenos]] invade your lab.&lt;br /&gt;
&lt;br /&gt;
The genetics lab is located in Science.&lt;br /&gt;
&lt;br /&gt;
==Genetic Research==&lt;br /&gt;
Your main job is to manipulate the DNA of humanoids to discover useful gene mutations.&lt;br /&gt;
What you choose to use the results for is up to you, but the [[Research Director]] and the [[Assistant|Tide]] are likely to come asking for mutations.&lt;br /&gt;
&lt;br /&gt;
In practice, you will mainly recreate DNA pairs of &#039;&#039;A&#039;&#039;s and &#039;&#039;T&#039;&#039;s, and of &#039;&#039;C&#039;&#039;s and &#039;&#039;G&#039;&#039;s, guess when both elements of a pair are missing, use the [[File:Gene_scanner.gif]] genetic sequence analyzer, or use the &#039;&#039;Joker&#039;&#039; (or wait for its 20 min cooldown to finally end). Left-clicking to roll forward, right-clicking to roll backward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will gradually unlock beneficial and negative mutations, and get a large choice of mutations you can gift or sell. For example:&lt;br /&gt;
*&#039;&#039;Telekinesis&#039;&#039; to help Engineers and [[Atmospheric_Technician|Atmos. Techs]], and [[Cargo_Technician|Cargo]] do their heavy lifting (canisters and crates) and use computers despite their [[Clothing_and_Accessories#Insulated_Gloves|insuls]] and H.A.U.L. gauntlets.&lt;br /&gt;
*&#039;&#039;Insulated&#039;&#039; to Engineers, so they can swap their chunky insuls for fire-retardant [[Clothing_and_Accessories#Black_Gloves|black gloves]]&lt;br /&gt;
**Security would also benefits from &#039;&#039;Insulated&#039;&#039; &amp;lt;del&amp;gt;when&amp;lt;/del&amp;gt; if the silicons &amp;lt;del&amp;gt;eventually&amp;lt;/del&amp;gt; go rogue.&lt;br /&gt;
**Additionally, other Science staff members could assist the engineers with broken cables, or give back the insuls they took in Tech Storage.&lt;br /&gt;
*&#039;&#039;Mind Reader&#039;&#039; and &#039;&#039;Transcendent Olfaction&#039;&#039; could help the [[Detective]] in an investigation.&lt;br /&gt;
*&#039;&#039;Pig Latin&#039;&#039; if you want to bully the [[Curator]].&lt;br /&gt;
*&#039;&#039;Glowy&#039;&#039; to offer some degree of protection against [[Nightmare|Nightmares]], feed Podpeople, or bully Shadowpeople.&lt;br /&gt;
*Then there is &amp;lt;del&amp;gt;&#039;&#039;Space Ada&#039;&#039;&amp;lt;/del&amp;gt; &#039;&#039;Temperature Adaptation&#039;&#039; and &#039;&#039;Pressure Adaptation&#039;&#039;. Expect a lot of people to come only for those two.&lt;br /&gt;
*&#039;&#039;Hulk&#039;&#039; is also extremely useful, and as dangerous. You should print a few injectors, store the mutation on disk, delete it from the computer, and give both the injectors and the disk to [[Security]] or the [[Research_Director|RD]] for safekeeping.&lt;br /&gt;
*If things are &#039;&#039;bad&#039;&#039;, then you may consider &#039;&#039;Internal Martyrdom&#039;&#039; for those ready to die/sacrifice themselves fighting [[Nuclear Operative|NukeOps]] or the Malf&#039;s borgs. Be sure to have the consent of your patients, or the approval of at least one Head (arguably, only the Head with the right to call executions&#039; should count — either the [[Captain]] or the [[HoS]]).&lt;br /&gt;
*You could also use &#039;&#039;Fire breath&#039;&#039;&#039;s incendiary power to take down filthy [[Xenos|Xenomorphs]].&lt;br /&gt;
*Some people enjoy the benefits of &#039;&#039;Gigantism&#039;&#039; and &#039;&#039;Dwarfism&#039;&#039;, as well.&lt;br /&gt;
**If you&#039;re unlucky (or lucky?), you may even have [[Chaplain|&#039;&#039;that&#039;&#039; guy]] as a client — the Burdened God worshipper, asking for more and more of those &amp;lt;del&amp;gt;sweet&amp;lt;/del&amp;gt; disabilities you are discovering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another feature of the DNA scanners is to extract identities from DNA (&amp;quot;Enzymes&amp;quot;). You can then usurp someone else&#039;s identity and looks, or allow someone else to. You may also save the [[Captain]]&#039;s if they need to perform undercover missions or to [[Revolution|hide]].&lt;br /&gt;
&lt;br /&gt;
See the &#039;&#039;&#039;[[Guide to genetics|Guide to Genetics]]&#039;&#039;&#039; for a detailed guide about how it works.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*If someone has a cavity implanted item, you can instantly remove it by monkeying them.&lt;br /&gt;
*Monkeying someone who is impregnated with a [[Xenos|Alien Larva]] will cure them.&lt;br /&gt;
*HARSing a zombie will remove the tumor from their head, curing them!&lt;br /&gt;
*The Genetics DNA altering console can spit out injectors UE and UI. This means that if you get a willing volunteer, or even just human a monkey, you can run around the station changing everyone into the same person (if you do this without being antag or having people’s consent, you may get banned).&lt;br /&gt;
*Radiation (and [[Guide_to_chemistry#Unstable_mutagen|mutagen]]) has a very, VERY small chance to give non-negative effects.&lt;br /&gt;
*&#039;&#039;Telekinesis&#039;&#039; allows you to keep the scanner&#039;s interface open if you put yourself (or get put) in the scanner; helpful to hide, get out, or tweak your own gene pool/identity.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Geneticist&amp;diff=14147</id>
		<title>Geneticist</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Geneticist&amp;diff=14147"/>
		<updated>2023-10-22T04:50:25Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader|colour=A06DA0|hcolour=white|stafftype=SCIENCE|ebcolour=A06DA0|img=generic_geneticist.png|jobtitle=Geneticist|superior=[[Research Director]]|difficulty=Easy/Medium|guides=[[Guide to Genetics]]|access=Science, Genetics, Morgue|duties=Create beneficial genetic modifiers for the crew. Cry when you realize you got it done in ten minutes.}}&lt;br /&gt;
&lt;br /&gt;
You start in Genetics and get to work on people&#039;s genes. The main thing you&#039;re meant to do is to find superpowers and &amp;lt;del&amp;gt;sell&amp;lt;/del&amp;gt; give them to the appropriate people, such as the [[Chain_of_Command#Heads_of_Staff|Heads of Staff]], the [[Security]] and the [[Engineer|Engineers]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Don&#039;t give away Hulk to the [[Assistant|greytide]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base skills:&#039;&#039;&#039; Know whether a given mutation should be disabled as soon as it comes up, stay hidden on a disk, or be distributed and to whom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced skills:&#039;&#039;&#039; Know [[Infections|how to handle viruses]] to safely create and use CRISPR charges, and for when the monkeys &#039;&#039;inevitably&#039;&#039; get sick. Know how to efficiently use chromosomes, and to have &#039;&#039;Hulk&#039;&#039; and &#039;&#039;Fire Breath&#039;&#039; injectors ready before a [[Guide_to_malfunction|malf]] blow your consoles up or [[xenos]] invade your lab.&lt;br /&gt;
&lt;br /&gt;
The genetics lab is located in Science.&lt;br /&gt;
&lt;br /&gt;
==Genetic Research==&lt;br /&gt;
Your main job is to manipulate the DNA of humanoids to discover useful gene mutations.&lt;br /&gt;
What you choose to use the results for is up to you, but the [[Research Director]] and the [[Assistant|Tide]] are likely to come asking for mutations.&lt;br /&gt;
&lt;br /&gt;
In practice, you will mainly recreate DNA pairs of &#039;&#039;A&#039;&#039;s and &#039;&#039;T&#039;&#039;s, and of &#039;&#039;C&#039;&#039;s and &#039;&#039;G&#039;&#039;s, guess when both elements of a pair are missing, use the [[File:Gene_scanner.gif]] genetic sequence analyzer, or use the &#039;&#039;Joker&#039;&#039; (or wait for its 20 min cooldown to finally end). Left-clicking to roll forward, right-clicking to roll backward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will gradually unlock beneficial and negative mutations, and get a large choice of mutations you can gift or sell. For example:&lt;br /&gt;
*&#039;&#039;Telekinesis&#039;&#039; to help Engineers and [[Atmospheric_Technician|Atmos. Techs]], and [[Cargo_Technician|Cargo]] do their heavy lifting (canisters and crates) and use computers despite their [[Clothing_and_Accessories#Insulated_Gloves|insuls]] and H.A.U.L. gauntlets.&lt;br /&gt;
*&#039;&#039;Insulated&#039;&#039; to Engineers, so they can swap their chunky insuls for fire-retardant [[Clothing_and_Accessories#Black_Gloves|black gloves]]&lt;br /&gt;
**Security would also benefits from &#039;&#039;Insulated&#039;&#039; &amp;lt;del&amp;gt;when&amp;lt;/del&amp;gt; if the silicons &amp;lt;del&amp;gt;eventually&amp;lt;/del&amp;gt; go rogue.&lt;br /&gt;
**Additionally, other Science staff members could assist the engineers with broken cables, or give back the insuls they took in Tech Storage.&lt;br /&gt;
*&#039;&#039;Mind Reader&#039;&#039; and &#039;&#039;Transcendent Olfaction&#039;&#039; could help the [[Detective]] in an investigation.&lt;br /&gt;
*&#039;&#039;Pig Latin&#039;&#039; if you want to bully the [[Curator]].&lt;br /&gt;
*&#039;&#039;Glowy&#039;&#039; to offer some degree of protection against [[Nightmare|Nightmares]], feed Podpeople, or bully Shadowpeople.&lt;br /&gt;
*Then there is &amp;lt;del&amp;gt;&#039;&#039;Space Ada&#039;&#039;&amp;lt;/del&amp;gt; &#039;&#039;Temperature Adaptation&#039;&#039; and &#039;&#039;Pressure Adaptation&#039;&#039;. Expect a lot of people to come only for those two.&lt;br /&gt;
*&#039;&#039;Hulk&#039;&#039; is also extremely useful, and as dangerous. You should print a few injectors, store the mutation on disk, delete it from the computer, and give both the injectors and the disk to [[Security]] or the [[Research_Director|RD]] for safekeeping.&lt;br /&gt;
*If things are &#039;&#039;bad&#039;&#039;, then you may consider &#039;&#039;Internal Martyrdom&#039;&#039; for those ready to die/sacrifice themselves fighting [[Nuclear Operative|NukeOps]] or the Malf&#039;s borgs. Be sure to have the consent of your patients, or the approval of at least one Head (arguably, only the Head with the right to call executions&#039; should count — either the [[Captain]] or the [[HoS]]).&lt;br /&gt;
*You could also use &#039;&#039;Fire breath&#039;&#039;&#039;s incendiary power to take down filthy [[Xenos|Xenomorphs]].&lt;br /&gt;
*Some people enjoy the benefits of &#039;&#039;Gigantism&#039;&#039; and &#039;&#039;Dwarfism&#039;&#039;, as well.&lt;br /&gt;
**If you&#039;re unlucky (or lucky?), you may even have [[Chaplain|&#039;&#039;that&#039;&#039; guy]] as a client — the Burdened God worshipper, asking for more and more of those &amp;lt;del&amp;gt;sweet&amp;lt;/del&amp;gt; disabilities you are discovering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another feature of the DNA scanners is to extract identities from DNA (&amp;quot;Enzymes&amp;quot;). You can then usurp someone else&#039;s identity and looks, or allow someone else to. You may also save the [[Captain]]&#039;s if they need to perform undercover missions or to [[Revolution|hide]].&lt;br /&gt;
&lt;br /&gt;
See the &#039;&#039;&#039;[[Guide to genetics|Guide to Genetics]]&#039;&#039;&#039; for a detailed guide about how it works.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*If someone has a cavity implanted item, you can instantly remove it by monkeying them.&lt;br /&gt;
*Monkeying someone who is impregnated with a [[Xenos|Alien Larva]] will cure them.&lt;br /&gt;
*HARSing a zombie will remove the tumor from their head, curing them!&lt;br /&gt;
*The Genetics DNA altering console can spit out injectors UE and UI. This means that if you get a willing volunteer, or even just human a monkey, you can run around the station changing everyone into the same person (if you do this without being antag or having people’s consent, you may get banned).&lt;br /&gt;
*Radiation (and [[Guide_to_chemistry#Unstable_mutagen|mutagen]]) has a very, VERY small chance to give non-negative effects.&lt;br /&gt;
*&#039;&#039;Telekinesis&#039;&#039; allows you to keep the scanner&#039;s interface open if you put yourself (or get put) in the scanner; helpful to hide, get out, or tweak your own gene pool/identity.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Geneticist&amp;diff=14146</id>
		<title>Geneticist</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Geneticist&amp;diff=14146"/>
		<updated>2023-10-22T04:49:19Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader|colour=A06DA0|hcolour=white|stafftype=SCIENCE|ebcolour=A06DA0|img=geneticist.png|jobtitle=Geneticist|superior=[[Research Director]]|difficulty=Easy/Medium|guides=[[Guide to Genetics]]|access=Science, Genetics, Morgue|duties=Create beneficial genetic modifiers for the crew. Cry when you realize you got it done in ten minutes.}}&lt;br /&gt;
&lt;br /&gt;
You start in Genetics and get to work on people&#039;s genes. The main thing you&#039;re meant to do is to find superpowers and &amp;lt;del&amp;gt;sell&amp;lt;/del&amp;gt; give them to the appropriate people, such as the [[Chain_of_Command#Heads_of_Staff|Heads of Staff]], the [[Security]] and the [[Engineer|Engineers]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Don&#039;t give away Hulk to the [[Assistant|greytide]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base skills:&#039;&#039;&#039; Know whether a given mutation should be disabled as soon as it comes up, stay hidden on a disk, or be distributed and to whom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced skills:&#039;&#039;&#039; Know [[Infections|how to handle viruses]] to safely create and use CRISPR charges, and for when the monkeys &#039;&#039;inevitably&#039;&#039; get sick. Know how to efficiently use chromosomes, and to have &#039;&#039;Hulk&#039;&#039; and &#039;&#039;Fire Breath&#039;&#039; injectors ready before a [[Guide_to_malfunction|malf]] blow your consoles up or [[xenos]] invade your lab.&lt;br /&gt;
&lt;br /&gt;
The genetics lab is located in Science.&lt;br /&gt;
&lt;br /&gt;
==Genetic Research==&lt;br /&gt;
Your main job is to manipulate the DNA of humanoids to discover useful gene mutations.&lt;br /&gt;
What you choose to use the results for is up to you, but the [[Research Director]] and the [[Assistant|Tide]] are likely to come asking for mutations.&lt;br /&gt;
&lt;br /&gt;
In practice, you will mainly recreate DNA pairs of &#039;&#039;A&#039;&#039;s and &#039;&#039;T&#039;&#039;s, and of &#039;&#039;C&#039;&#039;s and &#039;&#039;G&#039;&#039;s, guess when both elements of a pair are missing, use the [[File:Gene_scanner.gif]] genetic sequence analyzer, or use the &#039;&#039;Joker&#039;&#039; (or wait for its 20 min cooldown to finally end). Left-clicking to roll forward, right-clicking to roll backward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will gradually unlock beneficial and negative mutations, and get a large choice of mutations you can gift or sell. For example:&lt;br /&gt;
*&#039;&#039;Telekinesis&#039;&#039; to help Engineers and [[Atmospheric_Technician|Atmos. Techs]], and [[Cargo_Technician|Cargo]] do their heavy lifting (canisters and crates) and use computers despite their [[Clothing_and_Accessories#Insulated_Gloves|insuls]] and H.A.U.L. gauntlets.&lt;br /&gt;
*&#039;&#039;Insulated&#039;&#039; to Engineers, so they can swap their chunky insuls for fire-retardant [[Clothing_and_Accessories#Black_Gloves|black gloves]]&lt;br /&gt;
**Security would also benefits from &#039;&#039;Insulated&#039;&#039; &amp;lt;del&amp;gt;when&amp;lt;/del&amp;gt; if the silicons &amp;lt;del&amp;gt;eventually&amp;lt;/del&amp;gt; go rogue.&lt;br /&gt;
**Additionally, other Science staff members could assist the engineers with broken cables, or give back the insuls they took in Tech Storage.&lt;br /&gt;
*&#039;&#039;Mind Reader&#039;&#039; and &#039;&#039;Transcendent Olfaction&#039;&#039; could help the [[Detective]] in an investigation.&lt;br /&gt;
*&#039;&#039;Pig Latin&#039;&#039; if you want to bully the [[Curator]].&lt;br /&gt;
*&#039;&#039;Glowy&#039;&#039; to offer some degree of protection against [[Nightmare|Nightmares]], feed Podpeople, or bully Shadowpeople.&lt;br /&gt;
*Then there is &amp;lt;del&amp;gt;&#039;&#039;Space Ada&#039;&#039;&amp;lt;/del&amp;gt; &#039;&#039;Temperature Adaptation&#039;&#039; and &#039;&#039;Pressure Adaptation&#039;&#039;. Expect a lot of people to come only for those two.&lt;br /&gt;
*&#039;&#039;Hulk&#039;&#039; is also extremely useful, and as dangerous. You should print a few injectors, store the mutation on disk, delete it from the computer, and give both the injectors and the disk to [[Security]] or the [[Research_Director|RD]] for safekeeping.&lt;br /&gt;
*If things are &#039;&#039;bad&#039;&#039;, then you may consider &#039;&#039;Internal Martyrdom&#039;&#039; for those ready to die/sacrifice themselves fighting [[Nuclear Operative|NukeOps]] or the Malf&#039;s borgs. Be sure to have the consent of your patients, or the approval of at least one Head (arguably, only the Head with the right to call executions&#039; should count — either the [[Captain]] or the [[HoS]]).&lt;br /&gt;
*You could also use &#039;&#039;Fire breath&#039;&#039;&#039;s incendiary power to take down filthy [[Xenos|Xenomorphs]].&lt;br /&gt;
*Some people enjoy the benefits of &#039;&#039;Gigantism&#039;&#039; and &#039;&#039;Dwarfism&#039;&#039;, as well.&lt;br /&gt;
**If you&#039;re unlucky (or lucky?), you may even have [[Chaplain|&#039;&#039;that&#039;&#039; guy]] as a client — the Burdened God worshipper, asking for more and more of those &amp;lt;del&amp;gt;sweet&amp;lt;/del&amp;gt; disabilities you are discovering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another feature of the DNA scanners is to extract identities from DNA (&amp;quot;Enzymes&amp;quot;). You can then usurp someone else&#039;s identity and looks, or allow someone else to. You may also save the [[Captain]]&#039;s if they need to perform undercover missions or to [[Revolution|hide]].&lt;br /&gt;
&lt;br /&gt;
See the &#039;&#039;&#039;[[Guide to genetics|Guide to Genetics]]&#039;&#039;&#039; for a detailed guide about how it works.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*If someone has a cavity implanted item, you can instantly remove it by monkeying them.&lt;br /&gt;
*Monkeying someone who is impregnated with a [[Xenos|Alien Larva]] will cure them.&lt;br /&gt;
*HARSing a zombie will remove the tumor from their head, curing them!&lt;br /&gt;
*The Genetics DNA altering console can spit out injectors UE and UI. This means that if you get a willing volunteer, or even just human a monkey, you can run around the station changing everyone into the same person (if you do this without being antag or having people’s consent, you may get banned).&lt;br /&gt;
*Radiation (and [[Guide_to_chemistry#Unstable_mutagen|mutagen]]) has a very, VERY small chance to give non-negative effects.&lt;br /&gt;
*&#039;&#039;Telekinesis&#039;&#039; allows you to keep the scanner&#039;s interface open if you put yourself (or get put) in the scanner; helpful to hide, get out, or tweak your own gene pool/identity.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Geneticist&amp;diff=14145</id>
		<title>Geneticist</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Geneticist&amp;diff=14145"/>
		<updated>2023-10-22T04:44:46Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = cyan&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img_generic = geneticist.png&lt;br /&gt;
|img = Geneticist action.png&lt;br /&gt;
|jobtitle = Geneticist&lt;br /&gt;
|access = Genetics, Morgue, Research Division.&lt;br /&gt;
|additional = Robotics, Tech Storage, Xenobiology&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = [[Research Director]]&lt;br /&gt;
|duties = Alter genomes, turn monkeys into humans and vice versa, make DNA backups so they can get stolen&lt;br /&gt;
|guides = [[Guide to genetics]]&lt;br /&gt;
|quote = Well maybe if the Captain had asked before plunging that syringe into his artery he wouldn&#039;t be a monkey now.&lt;br /&gt;
|ebcolour=A06DA0|colour=white|hcolour=A06DA0}}&lt;br /&gt;
&lt;br /&gt;
You start in Genetics and get to work on people&#039;s genes. The main thing you&#039;re meant to do is to find superpowers and &amp;lt;del&amp;gt;sell&amp;lt;/del&amp;gt; give them to the appropriate people, such as the [[Chain_of_Command#Heads_of_Staff|Heads of Staff]], the [[Security]] and the [[Engineer|Engineers]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Don&#039;t give away Hulk to the [[Assistant|greytide]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base skills:&#039;&#039;&#039; Know whether a given mutation should be disabled as soon as it comes up, stay hidden on a disk, or be distributed and to whom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced skills:&#039;&#039;&#039; Know [[Infections|how to handle viruses]] to safely create and use CRISPR charges, and for when the monkeys &#039;&#039;inevitably&#039;&#039; get sick. Know how to efficiently use chromosomes, and to have &#039;&#039;Hulk&#039;&#039; and &#039;&#039;Fire Breath&#039;&#039; injectors ready before a [[Guide_to_malfunction|malf]] blow your consoles up or [[xenos]] invade your lab.&lt;br /&gt;
&lt;br /&gt;
The genetics lab is located in Science.&lt;br /&gt;
&lt;br /&gt;
==Genetic Research==&lt;br /&gt;
Your main job is to manipulate the DNA of humanoids to discover useful gene mutations.&lt;br /&gt;
What you choose to use the results for is up to you, but the [[Research Director]] and the [[Assistant|Tide]] are likely to come asking for mutations.&lt;br /&gt;
&lt;br /&gt;
In practice, you will mainly recreate DNA pairs of &#039;&#039;A&#039;&#039;s and &#039;&#039;T&#039;&#039;s, and of &#039;&#039;C&#039;&#039;s and &#039;&#039;G&#039;&#039;s, guess when both elements of a pair are missing, use the [[File:Gene_scanner.gif]] genetic sequence analyzer, or use the &#039;&#039;Joker&#039;&#039; (or wait for its 20 min cooldown to finally end). Left-clicking to roll forward, right-clicking to roll backward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will gradually unlock beneficial and negative mutations, and get a large choice of mutations you can gift or sell. For example:&lt;br /&gt;
*&#039;&#039;Telekinesis&#039;&#039; to help Engineers and [[Atmospheric_Technician|Atmos. Techs]], and [[Cargo_Technician|Cargo]] do their heavy lifting (canisters and crates) and use computers despite their [[Clothing_and_Accessories#Insulated_Gloves|insuls]] and H.A.U.L. gauntlets.&lt;br /&gt;
*&#039;&#039;Insulated&#039;&#039; to Engineers, so they can swap their chunky insuls for fire-retardant [[Clothing_and_Accessories#Black_Gloves|black gloves]]&lt;br /&gt;
**Security would also benefits from &#039;&#039;Insulated&#039;&#039; &amp;lt;del&amp;gt;when&amp;lt;/del&amp;gt; if the silicons &amp;lt;del&amp;gt;eventually&amp;lt;/del&amp;gt; go rogue.&lt;br /&gt;
**Additionally, other Science staff members could assist the engineers with broken cables, or give back the insuls they took in Tech Storage.&lt;br /&gt;
*&#039;&#039;Mind Reader&#039;&#039; and &#039;&#039;Transcendent Olfaction&#039;&#039; could help the [[Detective]] in an investigation.&lt;br /&gt;
*&#039;&#039;Pig Latin&#039;&#039; if you want to bully the [[Curator]].&lt;br /&gt;
*&#039;&#039;Glowy&#039;&#039; to offer some degree of protection against [[Nightmare|Nightmares]], feed Podpeople, or bully Shadowpeople.&lt;br /&gt;
*Then there is &amp;lt;del&amp;gt;&#039;&#039;Space Ada&#039;&#039;&amp;lt;/del&amp;gt; &#039;&#039;Temperature Adaptation&#039;&#039; and &#039;&#039;Pressure Adaptation&#039;&#039;. Expect a lot of people to come only for those two.&lt;br /&gt;
*&#039;&#039;Hulk&#039;&#039; is also extremely useful, and as dangerous. You should print a few injectors, store the mutation on disk, delete it from the computer, and give both the injectors and the disk to [[Security]] or the [[Research_Director|RD]] for safekeeping.&lt;br /&gt;
*If things are &#039;&#039;bad&#039;&#039;, then you may consider &#039;&#039;Internal Martyrdom&#039;&#039; for those ready to die/sacrifice themselves fighting [[Nuclear Operative|NukeOps]] or the Malf&#039;s borgs. Be sure to have the consent of your patients, or the approval of at least one Head (arguably, only the Head with the right to call executions&#039; should count — either the [[Captain]] or the [[HoS]]).&lt;br /&gt;
*You could also use &#039;&#039;Fire breath&#039;&#039;&#039;s incendiary power to take down filthy [[Xenos|Xenomorphs]].&lt;br /&gt;
*Some people enjoy the benefits of &#039;&#039;Gigantism&#039;&#039; and &#039;&#039;Dwarfism&#039;&#039;, as well.&lt;br /&gt;
**If you&#039;re unlucky (or lucky?), you may even have [[Chaplain|&#039;&#039;that&#039;&#039; guy]] as a client — the Burdened God worshipper, asking for more and more of those &amp;lt;del&amp;gt;sweet&amp;lt;/del&amp;gt; disabilities you are discovering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another feature of the DNA scanners is to extract identities from DNA (&amp;quot;Enzymes&amp;quot;). You can then usurp someone else&#039;s identity and looks, or allow someone else to. You may also save the [[Captain]]&#039;s if they need to perform undercover missions or to [[Revolution|hide]].&lt;br /&gt;
&lt;br /&gt;
See the &#039;&#039;&#039;[[Guide to genetics|Guide to Genetics]]&#039;&#039;&#039; for a detailed guide about how it works.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*If someone has a cavity implanted item, you can instantly remove it by monkeying them.&lt;br /&gt;
*Monkeying someone who is impregnated with a [[Xenos|Alien Larva]] will cure them.&lt;br /&gt;
*HARSing a zombie will remove the tumor from their head, curing them!&lt;br /&gt;
*The Genetics DNA altering console can spit out injectors UE and UI. This means that if you get a willing volunteer, or even just human a monkey, you can run around the station changing everyone into the same person (if you do this without being antag or having people’s consent, you may get banned).&lt;br /&gt;
*Radiation (and [[Guide_to_chemistry#Unstable_mutagen|mutagen]]) has a very, VERY small chance to give non-negative effects.&lt;br /&gt;
*&#039;&#039;Telekinesis&#039;&#039; allows you to keep the scanner&#039;s interface open if you put yourself (or get put) in the scanner; helpful to hide, get out, or tweak your own gene pool/identity.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Geneticist&amp;diff=14144</id>
		<title>Geneticist</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Geneticist&amp;diff=14144"/>
		<updated>2023-10-22T04:43:21Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = cyan&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img_generic = geneticist.png&lt;br /&gt;
|img = Geneticist action.png&lt;br /&gt;
|jobtitle = Geneticist&lt;br /&gt;
|access = Genetics, Morgue, Research Division.&lt;br /&gt;
|additional = Robotics, Tech Storage, Xenobiology&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = [[Research Director]]&lt;br /&gt;
|duties = Alter genomes, turn monkeys into humans and vice versa, make DNA backups so they can get stolen&lt;br /&gt;
|guides = [[Guide to genetics]]&lt;br /&gt;
|quote = Well maybe if the Captain had asked before plunging that syringe into his artery he wouldn&#039;t be a monkey now.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You start in Genetics and get to work on people&#039;s genes. The main thing you&#039;re meant to do is to find superpowers and &amp;lt;del&amp;gt;sell&amp;lt;/del&amp;gt; give them to the appropriate people, such as the [[Chain_of_Command#Heads_of_Staff|Heads of Staff]], the [[Security]] and the [[Engineer|Engineers]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Don&#039;t give away Hulk to the [[Assistant|greytide]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base skills:&#039;&#039;&#039; Know whether a given mutation should be disabled as soon as it comes up, stay hidden on a disk, or be distributed and to whom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced skills:&#039;&#039;&#039; Know [[Infections|how to handle viruses]] to safely create and use CRISPR charges, and for when the monkeys &#039;&#039;inevitably&#039;&#039; get sick. Know how to efficiently use chromosomes, and to have &#039;&#039;Hulk&#039;&#039; and &#039;&#039;Fire Breath&#039;&#039; injectors ready before a [[Guide_to_malfunction|malf]] blow your consoles up or [[xenos]] invade your lab.&lt;br /&gt;
&lt;br /&gt;
The genetics lab is located in Science.&lt;br /&gt;
&lt;br /&gt;
==Genetic Research==&lt;br /&gt;
Your main job is to manipulate the DNA of humanoids to discover useful gene mutations.&lt;br /&gt;
What you choose to use the results for is up to you, but the [[Research Director]] and the [[Assistant|Tide]] are likely to come asking for mutations.&lt;br /&gt;
&lt;br /&gt;
In practice, you will mainly recreate DNA pairs of &#039;&#039;A&#039;&#039;s and &#039;&#039;T&#039;&#039;s, and of &#039;&#039;C&#039;&#039;s and &#039;&#039;G&#039;&#039;s, guess when both elements of a pair are missing, use the [[File:Gene_scanner.gif]] genetic sequence analyzer, or use the &#039;&#039;Joker&#039;&#039; (or wait for its 20 min cooldown to finally end). Left-clicking to roll forward, right-clicking to roll backward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will gradually unlock beneficial and negative mutations, and get a large choice of mutations you can gift or sell. For example:&lt;br /&gt;
*&#039;&#039;Telekinesis&#039;&#039; to help Engineers and [[Atmospheric_Technician|Atmos. Techs]], and [[Cargo_Technician|Cargo]] do their heavy lifting (canisters and crates) and use computers despite their [[Clothing_and_Accessories#Insulated_Gloves|insuls]] and H.A.U.L. gauntlets.&lt;br /&gt;
*&#039;&#039;Insulated&#039;&#039; to Engineers, so they can swap their chunky insuls for fire-retardant [[Clothing_and_Accessories#Black_Gloves|black gloves]]&lt;br /&gt;
**Security would also benefits from &#039;&#039;Insulated&#039;&#039; &amp;lt;del&amp;gt;when&amp;lt;/del&amp;gt; if the silicons &amp;lt;del&amp;gt;eventually&amp;lt;/del&amp;gt; go rogue.&lt;br /&gt;
**Additionally, other Science staff members could assist the engineers with broken cables, or give back the insuls they took in Tech Storage.&lt;br /&gt;
*&#039;&#039;Mind Reader&#039;&#039; and &#039;&#039;Transcendent Olfaction&#039;&#039; could help the [[Detective]] in an investigation.&lt;br /&gt;
*&#039;&#039;Pig Latin&#039;&#039; if you want to bully the [[Curator]].&lt;br /&gt;
*&#039;&#039;Glowy&#039;&#039; to offer some degree of protection against [[Nightmare|Nightmares]], feed Podpeople, or bully Shadowpeople.&lt;br /&gt;
*Then there is &amp;lt;del&amp;gt;&#039;&#039;Space Ada&#039;&#039;&amp;lt;/del&amp;gt; &#039;&#039;Temperature Adaptation&#039;&#039; and &#039;&#039;Pressure Adaptation&#039;&#039;. Expect a lot of people to come only for those two.&lt;br /&gt;
*&#039;&#039;Hulk&#039;&#039; is also extremely useful, and as dangerous. You should print a few injectors, store the mutation on disk, delete it from the computer, and give both the injectors and the disk to [[Security]] or the [[Research_Director|RD]] for safekeeping.&lt;br /&gt;
*If things are &#039;&#039;bad&#039;&#039;, then you may consider &#039;&#039;Internal Martyrdom&#039;&#039; for those ready to die/sacrifice themselves fighting [[Nuclear Operative|NukeOps]] or the Malf&#039;s borgs. Be sure to have the consent of your patients, or the approval of at least one Head (arguably, only the Head with the right to call executions&#039; should count — either the [[Captain]] or the [[HoS]]).&lt;br /&gt;
*You could also use &#039;&#039;Fire breath&#039;&#039;&#039;s incendiary power to take down filthy [[Xenos|Xenomorphs]].&lt;br /&gt;
*Some people enjoy the benefits of &#039;&#039;Gigantism&#039;&#039; and &#039;&#039;Dwarfism&#039;&#039;, as well.&lt;br /&gt;
**If you&#039;re unlucky (or lucky?), you may even have [[Chaplain|&#039;&#039;that&#039;&#039; guy]] as a client — the Burdened God worshipper, asking for more and more of those &amp;lt;del&amp;gt;sweet&amp;lt;/del&amp;gt; disabilities you are discovering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another feature of the DNA scanners is to extract identities from DNA (&amp;quot;Enzymes&amp;quot;). You can then usurp someone else&#039;s identity and looks, or allow someone else to. You may also save the [[Captain]]&#039;s if they need to perform undercover missions or to [[Revolution|hide]].&lt;br /&gt;
&lt;br /&gt;
See the &#039;&#039;&#039;[[Guide to genetics|Guide to Genetics]]&#039;&#039;&#039; for a detailed guide about how it works.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*If someone has a cavity implanted item, you can instantly remove it by monkeying them.&lt;br /&gt;
*Monkeying someone who is impregnated with a [[Xenos|Alien Larva]] will cure them.&lt;br /&gt;
*HARSing a zombie will remove the tumor from their head, curing them!&lt;br /&gt;
*The Genetics DNA altering console can spit out injectors UE and UI. This means that if you get a willing volunteer, or even just human a monkey, you can run around the station changing everyone into the same person (if you do this without being antag or having people’s consent, you may get banned).&lt;br /&gt;
*Radiation (and [[Guide_to_chemistry#Unstable_mutagen|mutagen]]) has a very, VERY small chance to give non-negative effects.&lt;br /&gt;
*&#039;&#039;Telekinesis&#039;&#039; allows you to keep the scanner&#039;s interface open if you put yourself (or get put) in the scanner; helpful to hide, get out, or tweak your own gene pool/identity.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Chain_of_Command&amp;diff=14140</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Chain_of_Command&amp;diff=14140"/>
		<updated>2023-10-21T17:44:42Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: /*  Head of Personnel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = This page is prolly outdated and not reflective of how we actually handle the chain of command on Skyrat |priority = Medium}}&lt;br /&gt;
{{Important&lt;br /&gt;
|Title=Rough Draft&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document may not be entirely accurate with our current policies. Please be mindful that this may change.&lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The chain of command represents how orders are distributed throughout the station. It is part of a power structure: usually seen as the most vulnerable and also the most powerful part of it. Starting from the most authorized, the Captain, through the Head of some Department, down to the lowliest subordinate to finally accomplish the task needed, in order to make the station function as efficiently as possible.&lt;br /&gt;
&lt;br /&gt;
The Heads should &#039;&#039;&#039;not&#039;&#039;&#039; start doing the simplest tasks themselves unless the station&#039;s already beyond saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[File:Identification_console.png]] Notice:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads can demote their staff by using the Identification Console and removing the subordinate&#039;s access to their department from their ID.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;So if one of your guys isn&#039;t acting like an appropriate team player, don&#039;t hesitate to show them who&#039;s boss.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Job tree3.png|1191px|The station hierarchy]]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
[[File:Bridge small.png|thumb|300px|The Bridge, safe haven of the Heads.]]&lt;br /&gt;
&#039;&#039;&#039;A.K.A. the command staff.&#039;&#039;&#039; These are the men and women charged with the administration of the station. Each of them have access to the [[Bridge]] and [[Brig]], the keycard authentication devices, the command radio channel (accessed with :c), the ability to make station-wide announcements, access to identification consoles and may call/recall the [[Escape Shuttle]] using a communications console. They are also the targets during a [[Revolution]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic captain.png|64px]] [[Captain]]===&lt;br /&gt;
The Commanding Officer of the station. Eventually dies and has the Head of Personnel take over. Limited only by style - Just don&#039;t forget the [[High-risk_items#Nuclear_authentication_disk|disk]].&lt;br /&gt;
The only position that can issue death warrants without a trial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How the AI works. What other Heads should be doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Check in with your Heads of Staff. Secure the nuclear authorization disk and give the pinpointer to [[Clown|someone trustworthy]] for maximum safety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Making sure your heads are doing their jobs, figure out what needs to be done and delegate. Keep the disk close to you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Many [[high-risk items]] start in your office or directly in your possession. And your shiny gold id card is coveted by almost every troublemaker. Expect many attempts to be made on your life for these things.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hop.png|64px]] [[Head of Personnel]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Becomes acting Captain if the original Captain is dead or MIA. Responsible for staffing and HR-related duties.&lt;br /&gt;
Authority over all civil and supply departments, including the [[Janitor]], [[Chef]], [[Bartender|Barman]], [[Clown]], [[Mime]], [[Assistant]]s, [[Lawyer]]s, [[Chaplain]], [[Curator]], and [[Botanist]]s.&lt;br /&gt;
&lt;br /&gt;
The Head of Personnel can either be a Godsend or worse than a banana-flinging clown for the station. He can also savor the prestige or feel shackled to the [[Computers#ID_Modification_Console|ID computer]]. If you find yourself wearing teal, make the most of it by doing your job correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Support the Captain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Always be on the captain&#039;s side, at least publicly. Remember that since you&#039;ll take up his banner if, or more often when, he&#039;s slain, you&#039;re the &#039;&#039;de facto&#039;&#039; second in command. Be sure to work as a team to lead the crew. If he&#039;s demanding, be persuasive. If he&#039;s soft-spoken, be a task-master. This means anyone annoyed at his leadership style will likely follow yours, but it also means he has to trust you. Earn this trust by making frequent use of command chat (:c) and deferring to him on matters of great importance, like assigning new Heads or calling the shuttle. Recognize, however, that you do not outrank any other Heads of Staff. You are simply sitting at the Captain&#039;s right hand, entrusted to the keys to the station, while all other Heads must beg at your feet for access to so much as the bar. Don&#039;t let it go to your head, and the Head of Security won&#039;t brain you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Uphold the Rights of Crewmen.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only the Captain can authorize a death warrant, and you are sometimes tasked with judging trials under [[Corporate Regulations]]. You are normally considered the most impartial officer for this task, which prevents the appearance of a mere kangaroo court. Furthermore, Security often commits excesses and the Captain is either dead or personally involved in a case. For these reasons, you need to be sure to call for trials for high crimes before the accused gets left to rot in a permacell forever. While this may put you at odds with Security, you should find them fanatically loyal to the Captain, who hopefully makes clear his full confidence in you. This delicate balance of power prevents excesses against the crew. Almost always, a weak Captain and Head of Personnel will result in [[shitcurity|shitcurity]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Follow the Principle of Least Privilege.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access or just for you to open the door for him while he gets a suit. If the chaplain is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the station more secure from thieves weaseling their way to their targets and cuts down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a sheet of paper and give it a good stamping so the janitor will be able to show why he&#039;s mopping Medbay&#039;s floors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Talk to the Crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Captain gets nervous when someone stands next to him for too long. The Head of Security is too busy beating the clown. The Research Director is on fire, the Chief Medical Officer is up to his elbows in gore, and the Chief Engineer is trying to keep everyone warm and breathing in a vacuum. You&#039;re really the only head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the robusted to security, and generally reduce the frequency and intensity of mutinies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Manage your Department First.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While technically you can demote everyone who&#039;s ID you seize to assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the chef to throw a pizza party, and getting the records up to date are the first thing to do after assigning job and access changes. Demoting bad security officers or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, have all the Heads aware they can send troublesome employees your way to be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to use the Identification Console. A rough idea of how access is distributed throughout the station. What Cargo, Kitchen, Hydroponics and the Janitor should be doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Stay at your desk for at least the first 10 minutes to manage the shift-start rush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Manage IDs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Your department (the civil department) doesn&#039;t ever acknowledge you as their boss. It&#039;s your duty to make that a thing of the past!&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hos.png|64px]] [[Head of Security]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Although he technically has access, other Heads may deny him from entering their domains. Usually withheld from a promotion to acting Captain if other Heads are available, however in times of crisis he may usually force himself into the position as acting Captain to better control the crisis.&lt;br /&gt;
Oversees security matters with authority over [[Security Officer]]s, the [[Warden]] and the [[Detective]]. Expected to detain and handle those who endanger the station, including other heads of staff, and in some cases, the Captain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to use security equipment, a firm grasp on Corporate Regulations, and rough idea of what kind of threats the station will have to face and how to deal with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Get your officers to report in, if they don&#039;t, remind them that the security force doesn&#039;t work without teamwork and communication, and have them demoted if they&#039;re still acting like a lone mute wolf.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Try to keep the crew as safe as possible. Keep your officers from degenerating to shitcurity when things get rough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Assistants pushing each other is &#039;&#039;&#039;not&#039;&#039;&#039; a big problem, you shouldn&#039;t have to spend much time on those. Focus on the big fish instead.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic rd.png|64px]] [[Research Director]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Due to AI access, often promoted to acting Captain if there is neither a Captain nor a HoP.&lt;br /&gt;
Oversees research efforts with authority over [[Scientist]]s, [[Roboticist]]s, and [[Geneticist|Geneticists]]. Maintains the integrity of the [[AI]] and its [[Cyborg]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Know how R&amp;amp;D works, how to upgrade machines, how xenobiology works, how telescience works and how robotics work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Make sure one of your scientist is doing R&amp;amp;D and help him out if needed. Ask if there are miners around and request the minerals your R&amp;amp;D and Robotics both need.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Upgrading machines across the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Bombs made in toxins usually get sneaked out and exploded. Check on them from time to time.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic ce.png|64px]] [[Chief Engineer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff.&lt;br /&gt;
Oversees the maintenance of the station, with authority over [[Station Engineer]]s and [[Atmospheric Technician]]s. Authority over [[Telecoms]] maintenance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How the telecommunications, atmospherics, solars and the [[supermatter]] work. How to deconstruct an APC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Have your team start the [[supermatter]] correctly and have power flowing to the station. Make sure the atmospheric system is set up correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Listening the radio for people yelling about station damage and delegating your engineers there with appropriate tools and materials.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; The station is bound to have explosions or at least minor holes in it during the shift. Learn how to tackle the exploded telecommunications -situation and you&#039;ll be irreplaceable in more than one shift, guaranteed.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic cmo.png|64px]] [[Chief Medical Officer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. If a Head of Staff is acting medically unstable, it is the CMO&#039;s duty to disable and treat them till they are once again fit for duty (which could be never).&lt;br /&gt;
Oversees station-wide medical issues with authority over the [[Virologist]], [[Chemist]]s and [[Medical Doctor]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to cure viruses and create vaccines. Formulas for the most common medicines. How to prepare and administer clean SEs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Make an announcement to the crew about maxing out their suit sensors so you&#039;ll be able to help them when they get in trouble. Check that the cryogenic tubes get set up, possibly with a more efficient mixture of chemicals from the chemist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Check the Crew Monitoring Console from time to time for dead/dying people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Medical jobs are a common choice for new players seeking a relevant role. So when not absent, dead, or traitorous, expect your staff to need constant babysitting and guidance on how to perform even basic treatments.&lt;br /&gt;
===[[File:Generic_qm.png|64px]] [[Quartermaster]]===&lt;br /&gt;
Authority over the supply sector, including [[Cargo Technician]]s and [[Shaft Miner]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Managing Cargo Tech&#039;s, how to operate the Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Check how many Cargo Tech&#039;s are on shift, get them doing something useful such as collecting crates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Processing crew order requests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Hostile and impatient crew members, syndicate sympathizers, miners not appreciating you taking some plasma for points, inept cargo techs, miners dying in the first five minutes, lava land lizards, and Security. Depending on your loyalty to the station you will either face problems from Security or revolutionary&#039;s/ cultists/ the grey-tide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Management Roles==&lt;br /&gt;
While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_warden.png|64px]] [[Warden]]===&lt;br /&gt;
Subordinate to the [[Head of Security]].&lt;br /&gt;
&lt;br /&gt;
Authority over the brig, [[Security Officer]]s, and all personnel of equal rank and below as long as they are within the brig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Processing prisoners, managing Security operations and personnel and keeping the brig secure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Ensure the brig is secure, check if there is a HoS/Sec Officers present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Keeping the brig as secure as possible, ensuring no one attempts to loot the brig, keeping prisoners in check and ensuring they are released on schedule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Non-compliant Security Officers. HoP handing out Armory access. People attempting to break into the brig.&lt;br /&gt;
&lt;br /&gt;
===[[File:centcomofficial.png|64px]] [[Centcom Official]]===&lt;br /&gt;
Subordinate to the [[Captain|CentCom]].&lt;br /&gt;
&lt;br /&gt;
Depending on his rank, he may have the authority to dismiss the Captain from his position, or even outrank the Captain. Otherwise, he possesses no actual authority over anyone on station and is reliant on ingratiating himself with the command staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; The Chain of Command, knowing what your assigned task is from Central Command. Having good social skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Inform the command staff of your presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Whatever Central Command assigned you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Suspicious Security Officers, non-compliant heads of staff and enemies of the corporation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Captain Ian.png|64px]] [[Ian|Captain Ian]]===&lt;br /&gt;
The Captain the station deserves. &lt;br /&gt;
&lt;br /&gt;
Authority over snacks. Obey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Yip!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Get dressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Dance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Head of Personnel often incompetent and needs watching over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Chain_of_Command&amp;diff=14139</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Chain_of_Command&amp;diff=14139"/>
		<updated>2023-10-21T17:43:55Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: /*  Captain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = This page is prolly outdated and not reflective of how we actually handle the chain of command on Skyrat |priority = Medium}}&lt;br /&gt;
{{Important&lt;br /&gt;
|Title=Rough Draft&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document may not be entirely accurate with our current policies. Please be mindful that this may change.&lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The chain of command represents how orders are distributed throughout the station. It is part of a power structure: usually seen as the most vulnerable and also the most powerful part of it. Starting from the most authorized, the Captain, through the Head of some Department, down to the lowliest subordinate to finally accomplish the task needed, in order to make the station function as efficiently as possible.&lt;br /&gt;
&lt;br /&gt;
The Heads should &#039;&#039;&#039;not&#039;&#039;&#039; start doing the simplest tasks themselves unless the station&#039;s already beyond saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[File:Identification_console.png]] Notice:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads can demote their staff by using the Identification Console and removing the subordinate&#039;s access to their department from their ID.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;So if one of your guys isn&#039;t acting like an appropriate team player, don&#039;t hesitate to show them who&#039;s boss.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Job tree3.png|1191px|The station hierarchy]]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
[[File:Bridge small.png|thumb|300px|The Bridge, safe haven of the Heads.]]&lt;br /&gt;
&#039;&#039;&#039;A.K.A. the command staff.&#039;&#039;&#039; These are the men and women charged with the administration of the station. Each of them have access to the [[Bridge]] and [[Brig]], the keycard authentication devices, the command radio channel (accessed with :c), the ability to make station-wide announcements, access to identification consoles and may call/recall the [[Escape Shuttle]] using a communications console. They are also the targets during a [[Revolution]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic captain.png|64px]] [[Captain]]===&lt;br /&gt;
The Commanding Officer of the station. Eventually dies and has the Head of Personnel take over. Limited only by style - Just don&#039;t forget the [[High-risk_items#Nuclear_authentication_disk|disk]].&lt;br /&gt;
The only position that can issue death warrants without a trial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How the AI works. What other Heads should be doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Check in with your Heads of Staff. Secure the nuclear authorization disk and give the pinpointer to [[Clown|someone trustworthy]] for maximum safety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Making sure your heads are doing their jobs, figure out what needs to be done and delegate. Keep the disk close to you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Many [[high-risk items]] start in your office or directly in your possession. And your shiny gold id card is coveted by almost every troublemaker. Expect many attempts to be made on your life for these things.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hop.png|64px]] [[Head of Personnel]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Becomes acting Captain if the original Captain is dead or MIA. Responsible for staffing and HR-related duties.&lt;br /&gt;
Authority over all civil and supply departments, including the [[Janitor]], [[Chef]], [[Bartender|Barman]], [[Clown]], [[Mime]], [[Assistant]]s, [[Lawyer]]s, [[Chaplain]], [[Curator]], and [[Botanist]]s.&lt;br /&gt;
&lt;br /&gt;
The Head of Personnel can either be a Godsend or worse than a banana-flinging clown for the station. He can also savor the prestige or feel shackled to the [[Computers#ID_Modification_Console|ID computer]]. If you find yourself wearing teal, make the most of it by doing your job correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Support the Captain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Always be on the captain&#039;s side, at least publicly. Remember that since you&#039;ll take up his banner if, or more often when, he&#039;s slain, you&#039;re the &#039;&#039;de facto&#039;&#039; second in command. Be sure to work as a team to lead the crew. If he&#039;s demanding, be persuasive. If he&#039;s soft-spoken, be a task-master. This means anyone annoyed at his leadership style will likely follow yours, but it also means he has to trust you. Earn this trust by making frequent use of command chat (:c) and deferring to him on matters of great importance, like assigning new Heads or calling the shuttle. Recognize, however, that you do not outrank any other Heads of Staff. You are simply sitting at the Captain&#039;s right hand, entrusted to the keys to the station, while all other Heads must beg at your feet for access to so much as the bar. Don&#039;t let it go to your head, and the Head of Security won&#039;t brain you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Uphold the Rights of Crewmen.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only the Captain can authorize a death warrant, and you are sometimes tasked with judging trials under [[Corporate Regulations]]. You are normally considered the most impartial officer for this task, which prevents the appearance of a mere kangaroo court. Furthermore, Security often commits excesses and the Captain is either dead or personally involved in a case. For these reasons, you need to be sure to call for trials for high crimes before the accused gets left to rot in a permacell forever. While this may put you at odds with Security, you should find them fanatically loyal to the Captain, who hopefully makes clear his full confidence in you. This delicate balance of power prevents excesses against the crew. Almost always, a weak Captain and Head of Personnel will result in [[shitcurity|shitcurity]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Follow the Principle of Least Privilege.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access or just for you to open the door for him while he gets a suit. If the chaplain is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the station more secure from thieves weaseling their way to their targets and cuts down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a sheet of paper and give it a good stamping so the janitor will be able to show why he&#039;s mopping Medbay&#039;s floors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Talk to the Crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Captain gets nervous when someone stands next to him for too long. The Head of Security is too busy beating the clown. The Research Director is on fire, the Chief Medical Officer is up to his elbows in gore, and the Chief Engineer is trying to keep everyone warm and breathing in a vacuum. You&#039;re really the only head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the robusted to security, and generally reduce the frequency and intensity of mutinies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Manage your Department First.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While technically you can demote everyone who&#039;s ID you seize to assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the chef to throw a pizza party, ensuring the [[Quartermaster]] is on top of things, and getting the records up to date are the first thing to do after assigning job and access changes. Demoting bad security officers or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, have all the Heads aware they can send troublesome employees your way to be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to use the Identification Console. A rough idea of how access is distributed throughout the station. What Cargo, Kitchen, Hydroponics and the Janitor should be doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Stay at your desk for at least the first 10 minutes to manage the shift-start rush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Manage IDs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Your department (the civil department) doesn&#039;t ever acknowledge you as their boss. It&#039;s your duty to make that a thing of the past!&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hos.png|64px]] [[Head of Security]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Although he technically has access, other Heads may deny him from entering their domains. Usually withheld from a promotion to acting Captain if other Heads are available, however in times of crisis he may usually force himself into the position as acting Captain to better control the crisis.&lt;br /&gt;
Oversees security matters with authority over [[Security Officer]]s, the [[Warden]] and the [[Detective]]. Expected to detain and handle those who endanger the station, including other heads of staff, and in some cases, the Captain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to use security equipment, a firm grasp on Corporate Regulations, and rough idea of what kind of threats the station will have to face and how to deal with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Get your officers to report in, if they don&#039;t, remind them that the security force doesn&#039;t work without teamwork and communication, and have them demoted if they&#039;re still acting like a lone mute wolf.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Try to keep the crew as safe as possible. Keep your officers from degenerating to shitcurity when things get rough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Assistants pushing each other is &#039;&#039;&#039;not&#039;&#039;&#039; a big problem, you shouldn&#039;t have to spend much time on those. Focus on the big fish instead.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic rd.png|64px]] [[Research Director]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Due to AI access, often promoted to acting Captain if there is neither a Captain nor a HoP.&lt;br /&gt;
Oversees research efforts with authority over [[Scientist]]s, [[Roboticist]]s, and [[Geneticist|Geneticists]]. Maintains the integrity of the [[AI]] and its [[Cyborg]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Know how R&amp;amp;D works, how to upgrade machines, how xenobiology works, how telescience works and how robotics work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Make sure one of your scientist is doing R&amp;amp;D and help him out if needed. Ask if there are miners around and request the minerals your R&amp;amp;D and Robotics both need.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Upgrading machines across the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Bombs made in toxins usually get sneaked out and exploded. Check on them from time to time.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic ce.png|64px]] [[Chief Engineer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff.&lt;br /&gt;
Oversees the maintenance of the station, with authority over [[Station Engineer]]s and [[Atmospheric Technician]]s. Authority over [[Telecoms]] maintenance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How the telecommunications, atmospherics, solars and the [[supermatter]] work. How to deconstruct an APC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Have your team start the [[supermatter]] correctly and have power flowing to the station. Make sure the atmospheric system is set up correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Listening the radio for people yelling about station damage and delegating your engineers there with appropriate tools and materials.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; The station is bound to have explosions or at least minor holes in it during the shift. Learn how to tackle the exploded telecommunications -situation and you&#039;ll be irreplaceable in more than one shift, guaranteed.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic cmo.png|64px]] [[Chief Medical Officer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. If a Head of Staff is acting medically unstable, it is the CMO&#039;s duty to disable and treat them till they are once again fit for duty (which could be never).&lt;br /&gt;
Oversees station-wide medical issues with authority over the [[Virologist]], [[Chemist]]s and [[Medical Doctor]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to cure viruses and create vaccines. Formulas for the most common medicines. How to prepare and administer clean SEs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Make an announcement to the crew about maxing out their suit sensors so you&#039;ll be able to help them when they get in trouble. Check that the cryogenic tubes get set up, possibly with a more efficient mixture of chemicals from the chemist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Check the Crew Monitoring Console from time to time for dead/dying people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Medical jobs are a common choice for new players seeking a relevant role. So when not absent, dead, or traitorous, expect your staff to need constant babysitting and guidance on how to perform even basic treatments.&lt;br /&gt;
===[[File:Generic_qm.png|64px]] [[Quartermaster]]===&lt;br /&gt;
Authority over the supply sector, including [[Cargo Technician]]s and [[Shaft Miner]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Managing Cargo Tech&#039;s, how to operate the Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Check how many Cargo Tech&#039;s are on shift, get them doing something useful such as collecting crates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Processing crew order requests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Hostile and impatient crew members, syndicate sympathizers, miners not appreciating you taking some plasma for points, inept cargo techs, miners dying in the first five minutes, lava land lizards, and Security. Depending on your loyalty to the station you will either face problems from Security or revolutionary&#039;s/ cultists/ the grey-tide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Management Roles==&lt;br /&gt;
While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_warden.png|64px]] [[Warden]]===&lt;br /&gt;
Subordinate to the [[Head of Security]].&lt;br /&gt;
&lt;br /&gt;
Authority over the brig, [[Security Officer]]s, and all personnel of equal rank and below as long as they are within the brig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Processing prisoners, managing Security operations and personnel and keeping the brig secure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Ensure the brig is secure, check if there is a HoS/Sec Officers present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Keeping the brig as secure as possible, ensuring no one attempts to loot the brig, keeping prisoners in check and ensuring they are released on schedule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Non-compliant Security Officers. HoP handing out Armory access. People attempting to break into the brig.&lt;br /&gt;
&lt;br /&gt;
===[[File:centcomofficial.png|64px]] [[Centcom Official]]===&lt;br /&gt;
Subordinate to the [[Captain|CentCom]].&lt;br /&gt;
&lt;br /&gt;
Depending on his rank, he may have the authority to dismiss the Captain from his position, or even outrank the Captain. Otherwise, he possesses no actual authority over anyone on station and is reliant on ingratiating himself with the command staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; The Chain of Command, knowing what your assigned task is from Central Command. Having good social skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Inform the command staff of your presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Whatever Central Command assigned you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Suspicious Security Officers, non-compliant heads of staff and enemies of the corporation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Captain Ian.png|64px]] [[Ian|Captain Ian]]===&lt;br /&gt;
The Captain the station deserves. &lt;br /&gt;
&lt;br /&gt;
Authority over snacks. Obey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Yip!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Get dressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Dance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Head of Personnel often incompetent and needs watching over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Chain_of_Command&amp;diff=14138</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Chain_of_Command&amp;diff=14138"/>
		<updated>2023-10-21T17:43:24Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = This page is prolly outdated and not reflective of how we actually handle the chain of command on Skyrat |priority = Medium}}&lt;br /&gt;
{{Important&lt;br /&gt;
|Title=Rough Draft&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document may not be entirely accurate with our current policies. Please be mindful that this may change.&lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The chain of command represents how orders are distributed throughout the station. It is part of a power structure: usually seen as the most vulnerable and also the most powerful part of it. Starting from the most authorized, the Captain, through the Head of some Department, down to the lowliest subordinate to finally accomplish the task needed, in order to make the station function as efficiently as possible.&lt;br /&gt;
&lt;br /&gt;
The Heads should &#039;&#039;&#039;not&#039;&#039;&#039; start doing the simplest tasks themselves unless the station&#039;s already beyond saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[File:Identification_console.png]] Notice:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads can demote their staff by using the Identification Console and removing the subordinate&#039;s access to their department from their ID.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;So if one of your guys isn&#039;t acting like an appropriate team player, don&#039;t hesitate to show them who&#039;s boss.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Job tree3.png|1191px|The station hierarchy]]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
[[File:Bridge small.png|thumb|300px|The Bridge, safe haven of the Heads.]]&lt;br /&gt;
&#039;&#039;&#039;A.K.A. the command staff.&#039;&#039;&#039; These are the men and women charged with the administration of the station. Each of them have access to the [[Bridge]] and [[Brig]], the keycard authentication devices, the command radio channel (accessed with :c), the ability to make station-wide announcements, access to identification consoles and may call/recall the [[Escape Shuttle]] using a communications console. They are also the targets during a [[Revolution]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic captain.png|64px]] [[Captain]]===&lt;br /&gt;
The Commanding Officer with authority over the entire station. Eventually dies and has the Head of Personnel take over. Limited only by style - Just don&#039;t forget the [[High-risk_items#Nuclear_authentication_disk|disk]].&lt;br /&gt;
The only position that can issue death warrants without a trial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How the AI works. What other Heads should be doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Check in with your Heads of Staff. Secure the nuclear authorization disk and give the pinpointer to [[Clown|someone trustworthy]] for maximum safety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Making sure your heads are doing their jobs, figure out what needs to be done and delegate. Keep the disk close to you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Many [[high-risk items]] start in your office or directly in your possession. And your shiny gold id card is coveted by almost every troublemaker. Expect many attempts to be made on your life for these things.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hop.png|64px]] [[Head of Personnel]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Becomes acting Captain if the original Captain is dead or MIA. Responsible for staffing and HR-related duties.&lt;br /&gt;
Authority over all civil and supply departments, including the [[Janitor]], [[Chef]], [[Bartender|Barman]], [[Clown]], [[Mime]], [[Assistant]]s, [[Lawyer]]s, [[Chaplain]], [[Curator]], and [[Botanist]]s.&lt;br /&gt;
&lt;br /&gt;
The Head of Personnel can either be a Godsend or worse than a banana-flinging clown for the station. He can also savor the prestige or feel shackled to the [[Computers#ID_Modification_Console|ID computer]]. If you find yourself wearing teal, make the most of it by doing your job correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Support the Captain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Always be on the captain&#039;s side, at least publicly. Remember that since you&#039;ll take up his banner if, or more often when, he&#039;s slain, you&#039;re the &#039;&#039;de facto&#039;&#039; second in command. Be sure to work as a team to lead the crew. If he&#039;s demanding, be persuasive. If he&#039;s soft-spoken, be a task-master. This means anyone annoyed at his leadership style will likely follow yours, but it also means he has to trust you. Earn this trust by making frequent use of command chat (:c) and deferring to him on matters of great importance, like assigning new Heads or calling the shuttle. Recognize, however, that you do not outrank any other Heads of Staff. You are simply sitting at the Captain&#039;s right hand, entrusted to the keys to the station, while all other Heads must beg at your feet for access to so much as the bar. Don&#039;t let it go to your head, and the Head of Security won&#039;t brain you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Uphold the Rights of Crewmen.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only the Captain can authorize a death warrant, and you are sometimes tasked with judging trials under [[Corporate Regulations]]. You are normally considered the most impartial officer for this task, which prevents the appearance of a mere kangaroo court. Furthermore, Security often commits excesses and the Captain is either dead or personally involved in a case. For these reasons, you need to be sure to call for trials for high crimes before the accused gets left to rot in a permacell forever. While this may put you at odds with Security, you should find them fanatically loyal to the Captain, who hopefully makes clear his full confidence in you. This delicate balance of power prevents excesses against the crew. Almost always, a weak Captain and Head of Personnel will result in [[shitcurity|shitcurity]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Follow the Principle of Least Privilege.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access or just for you to open the door for him while he gets a suit. If the chaplain is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the station more secure from thieves weaseling their way to their targets and cuts down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a sheet of paper and give it a good stamping so the janitor will be able to show why he&#039;s mopping Medbay&#039;s floors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Talk to the Crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Captain gets nervous when someone stands next to him for too long. The Head of Security is too busy beating the clown. The Research Director is on fire, the Chief Medical Officer is up to his elbows in gore, and the Chief Engineer is trying to keep everyone warm and breathing in a vacuum. You&#039;re really the only head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the robusted to security, and generally reduce the frequency and intensity of mutinies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Manage your Department First.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While technically you can demote everyone who&#039;s ID you seize to assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the chef to throw a pizza party, ensuring the [[Quartermaster]] is on top of things, and getting the records up to date are the first thing to do after assigning job and access changes. Demoting bad security officers or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, have all the Heads aware they can send troublesome employees your way to be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to use the Identification Console. A rough idea of how access is distributed throughout the station. What Cargo, Kitchen, Hydroponics and the Janitor should be doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Stay at your desk for at least the first 10 minutes to manage the shift-start rush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Manage IDs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Your department (the civil department) doesn&#039;t ever acknowledge you as their boss. It&#039;s your duty to make that a thing of the past!&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hos.png|64px]] [[Head of Security]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Although he technically has access, other Heads may deny him from entering their domains. Usually withheld from a promotion to acting Captain if other Heads are available, however in times of crisis he may usually force himself into the position as acting Captain to better control the crisis.&lt;br /&gt;
Oversees security matters with authority over [[Security Officer]]s, the [[Warden]] and the [[Detective]]. Expected to detain and handle those who endanger the station, including other heads of staff, and in some cases, the Captain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to use security equipment, a firm grasp on Corporate Regulations, and rough idea of what kind of threats the station will have to face and how to deal with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Get your officers to report in, if they don&#039;t, remind them that the security force doesn&#039;t work without teamwork and communication, and have them demoted if they&#039;re still acting like a lone mute wolf.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Try to keep the crew as safe as possible. Keep your officers from degenerating to shitcurity when things get rough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Assistants pushing each other is &#039;&#039;&#039;not&#039;&#039;&#039; a big problem, you shouldn&#039;t have to spend much time on those. Focus on the big fish instead.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic rd.png|64px]] [[Research Director]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Due to AI access, often promoted to acting Captain if there is neither a Captain nor a HoP.&lt;br /&gt;
Oversees research efforts with authority over [[Scientist]]s, [[Roboticist]]s, and [[Geneticist|Geneticists]]. Maintains the integrity of the [[AI]] and its [[Cyborg]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Know how R&amp;amp;D works, how to upgrade machines, how xenobiology works, how telescience works and how robotics work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Make sure one of your scientist is doing R&amp;amp;D and help him out if needed. Ask if there are miners around and request the minerals your R&amp;amp;D and Robotics both need.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Upgrading machines across the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Bombs made in toxins usually get sneaked out and exploded. Check on them from time to time.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic ce.png|64px]] [[Chief Engineer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff.&lt;br /&gt;
Oversees the maintenance of the station, with authority over [[Station Engineer]]s and [[Atmospheric Technician]]s. Authority over [[Telecoms]] maintenance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How the telecommunications, atmospherics, solars and the [[supermatter]] work. How to deconstruct an APC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Have your team start the [[supermatter]] correctly and have power flowing to the station. Make sure the atmospheric system is set up correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Listening the radio for people yelling about station damage and delegating your engineers there with appropriate tools and materials.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; The station is bound to have explosions or at least minor holes in it during the shift. Learn how to tackle the exploded telecommunications -situation and you&#039;ll be irreplaceable in more than one shift, guaranteed.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic cmo.png|64px]] [[Chief Medical Officer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. If a Head of Staff is acting medically unstable, it is the CMO&#039;s duty to disable and treat them till they are once again fit for duty (which could be never).&lt;br /&gt;
Oversees station-wide medical issues with authority over the [[Virologist]], [[Chemist]]s and [[Medical Doctor]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to cure viruses and create vaccines. Formulas for the most common medicines. How to prepare and administer clean SEs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Make an announcement to the crew about maxing out their suit sensors so you&#039;ll be able to help them when they get in trouble. Check that the cryogenic tubes get set up, possibly with a more efficient mixture of chemicals from the chemist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Check the Crew Monitoring Console from time to time for dead/dying people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Medical jobs are a common choice for new players seeking a relevant role. So when not absent, dead, or traitorous, expect your staff to need constant babysitting and guidance on how to perform even basic treatments.&lt;br /&gt;
===[[File:Generic_qm.png|64px]] [[Quartermaster]]===&lt;br /&gt;
Authority over the supply sector, including [[Cargo Technician]]s and [[Shaft Miner]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Managing Cargo Tech&#039;s, how to operate the Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Check how many Cargo Tech&#039;s are on shift, get them doing something useful such as collecting crates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Processing crew order requests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Hostile and impatient crew members, syndicate sympathizers, miners not appreciating you taking some plasma for points, inept cargo techs, miners dying in the first five minutes, lava land lizards, and Security. Depending on your loyalty to the station you will either face problems from Security or revolutionary&#039;s/ cultists/ the grey-tide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Management Roles==&lt;br /&gt;
While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_warden.png|64px]] [[Warden]]===&lt;br /&gt;
Subordinate to the [[Head of Security]].&lt;br /&gt;
&lt;br /&gt;
Authority over the brig, [[Security Officer]]s, and all personnel of equal rank and below as long as they are within the brig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Processing prisoners, managing Security operations and personnel and keeping the brig secure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Ensure the brig is secure, check if there is a HoS/Sec Officers present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Keeping the brig as secure as possible, ensuring no one attempts to loot the brig, keeping prisoners in check and ensuring they are released on schedule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Non-compliant Security Officers. HoP handing out Armory access. People attempting to break into the brig.&lt;br /&gt;
&lt;br /&gt;
===[[File:centcomofficial.png|64px]] [[Centcom Official]]===&lt;br /&gt;
Subordinate to the [[Captain|CentCom]].&lt;br /&gt;
&lt;br /&gt;
Depending on his rank, he may have the authority to dismiss the Captain from his position, or even outrank the Captain. Otherwise, he possesses no actual authority over anyone on station and is reliant on ingratiating himself with the command staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; The Chain of Command, knowing what your assigned task is from Central Command. Having good social skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Inform the command staff of your presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Whatever Central Command assigned you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Suspicious Security Officers, non-compliant heads of staff and enemies of the corporation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Captain Ian.png|64px]] [[Ian|Captain Ian]]===&lt;br /&gt;
The Captain the station deserves. &lt;br /&gt;
&lt;br /&gt;
Authority over snacks. Obey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Yip!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Get dressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Dance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Head of Personnel often incompetent and needs watching over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Chain_of_Command&amp;diff=14137</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Chain_of_Command&amp;diff=14137"/>
		<updated>2023-10-21T17:42:17Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: /*  Centcom Official */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = This page is prolly outdated and not reflective of how we actually handle the chain of command on Skyrat |priority = Medium}}&lt;br /&gt;
{{Important&lt;br /&gt;
|Title=Rough Draft&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document may not be entirely accurate with our current policies. Please be mindful that this may change.&lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The chain of command represents how orders are distributed throughout the station. It is part of a power structure: usually seen as the most vulnerable and also the most powerful part of it. Starting from the most authorized, the Captain, through the Head of some Department, down to the lowliest subordinate to finally accomplish the task needed, in order to make the station function as efficiently as possible.&lt;br /&gt;
&lt;br /&gt;
The Heads should &#039;&#039;&#039;not&#039;&#039;&#039; start doing the simplest tasks themselves unless the station&#039;s already beyond saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[File:Identification_console.png]] Notice:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads can demote their staff by using the [[Identification Console]] and removing the subordinate&#039;s access to their department from their ID.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;So if one of your guys isn&#039;t acting like an appropriate team player, don&#039;t hesitate to show them who&#039;s boss.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Job tree3.png|1191px|The station hierarchy]]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
[[File:Bridge small.png|thumb|300px|The Bridge, safe haven of the Heads.]]&lt;br /&gt;
&#039;&#039;&#039;A.K.A. the command staff.&#039;&#039;&#039; These are the men and women charged with the administration of the station. Each of them have access to the [[Bridge]] and [[Brig]], the keycard authentication devices, the command radio channel (accessed with :c), the ability to make station-wide announcements, access to identification consoles and may call/recall the [[Escape Shuttle]] using a communications console. They are also the targets during a [[Revolution]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic captain.png|64px]] [[Captain]]===&lt;br /&gt;
The Commanding Officer with authority over the entire station. Eventually dies and has the Head of Personnel take over. Limited only by style - Just don&#039;t forget the [[High-risk_items#Nuclear_authentication_disk|disk]].&lt;br /&gt;
The only position that can issue death warrants without a trial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How the AI works. What other Heads should be doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Check in with your Heads of Staff. Secure the nuclear authorization disk and give the pinpointer to [[Clown|someone trustworthy]] for maximum safety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Making sure your heads are doing their jobs, figure out what needs to be done and delegate. Keep the disk close to you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Many [[high-risk items]] start in your office or directly in your possession. And your shiny gold id card is coveted by almost every troublemaker. Expect many attempts to be made on your life for these things.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hop.png|64px]] [[Head of Personnel]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Becomes acting Captain if the original Captain is dead or MIA. Responsible for staffing and HR-related duties.&lt;br /&gt;
Authority over all civil and supply departments, including the [[Janitor]], [[Chef]], [[Bartender|Barman]], [[Clown]], [[Mime]], [[Assistant]]s, [[Lawyer]]s, [[Chaplain]], [[Curator]], and [[Botanist]]s.&lt;br /&gt;
&lt;br /&gt;
The Head of Personnel can either be a Godsend or worse than a banana-flinging clown for the station. He can also savor the prestige or feel shackled to the [[Computers#ID_Modification_Console|ID computer]]. If you find yourself wearing teal, make the most of it by doing your job correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Support the Captain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Always be on the captain&#039;s side, at least publicly. Remember that since you&#039;ll take up his banner if, or more often when, he&#039;s slain, you&#039;re the &#039;&#039;de facto&#039;&#039; second in command. Be sure to work as a team to lead the crew. If he&#039;s demanding, be persuasive. If he&#039;s soft-spoken, be a task-master. This means anyone annoyed at his leadership style will likely follow yours, but it also means he has to trust you. Earn this trust by making frequent use of command chat (:c) and deferring to him on matters of great importance, like assigning new Heads or calling the shuttle. Recognize, however, that you do not outrank any other Heads of Staff. You are simply sitting at the Captain&#039;s right hand, entrusted to the keys to the station, while all other Heads must beg at your feet for access to so much as the bar. Don&#039;t let it go to your head, and the Head of Security won&#039;t brain you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Uphold the Rights of Crewmen.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only the Captain can authorize a death warrant, and you are sometimes tasked with judging trials under [[Corporate Regulations]]. You are normally considered the most impartial officer for this task, which prevents the appearance of a mere kangaroo court. Furthermore, Security often commits excesses and the Captain is either dead or personally involved in a case. For these reasons, you need to be sure to call for trials for high crimes before the accused gets left to rot in a permacell forever. While this may put you at odds with Security, you should find them fanatically loyal to the Captain, who hopefully makes clear his full confidence in you. This delicate balance of power prevents excesses against the crew. Almost always, a weak Captain and Head of Personnel will result in [[shitcurity|shitcurity]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Follow the Principle of Least Privilege.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access or just for you to open the door for him while he gets a suit. If the chaplain is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the station more secure from thieves weaseling their way to their targets and cuts down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a sheet of paper and give it a good stamping so the janitor will be able to show why he&#039;s mopping Medbay&#039;s floors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Talk to the Crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Captain gets nervous when someone stands next to him for too long. The Head of Security is too busy beating the clown. The Research Director is on fire, the Chief Medical Officer is up to his elbows in gore, and the Chief Engineer is trying to keep everyone warm and breathing in a vacuum. You&#039;re really the only head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the robusted to security, and generally reduce the frequency and intensity of mutinies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Manage your Department First.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While technically you can demote everyone who&#039;s ID you seize to assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the chef to throw a pizza party, ensuring the [[Quartermaster]] is on top of things, and getting the records up to date are the first thing to do after assigning job and access changes. Demoting bad security officers or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, have all the Heads aware they can send troublesome employees your way to be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to use the Identification Console. A rough idea of how access is distributed throughout the station. What Cargo, Kitchen, Hydroponics and the Janitor should be doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Stay at your desk for at least the first 10 minutes to manage the shift-start rush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Manage IDs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Your department (the civil department) doesn&#039;t ever acknowledge you as their boss. It&#039;s your duty to make that a thing of the past!&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hos.png|64px]] [[Head of Security]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Although he technically has access, other Heads may deny him from entering their domains. Usually withheld from a promotion to acting Captain if other Heads are available, however in times of crisis he may usually force himself into the position as acting Captain to better control the crisis.&lt;br /&gt;
Oversees security matters with authority over [[Security Officer]]s, the [[Warden]] and the [[Detective]]. Expected to detain and handle those who endanger the station, including other heads of staff, and in some cases, the Captain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to use security equipment, a firm grasp on Corporate Regulations, and rough idea of what kind of threats the station will have to face and how to deal with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Get your officers to report in, if they don&#039;t, remind them that the security force doesn&#039;t work without teamwork and communication, and have them demoted if they&#039;re still acting like a lone mute wolf.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Try to keep the crew as safe as possible. Keep your officers from degenerating to shitcurity when things get rough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Assistants pushing each other is &#039;&#039;&#039;not&#039;&#039;&#039; a big problem, you shouldn&#039;t have to spend much time on those. Focus on the big fish instead.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic rd.png|64px]] [[Research Director]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Due to AI access, often promoted to acting Captain if there is neither a Captain nor a HoP.&lt;br /&gt;
Oversees research efforts with authority over [[Scientist]]s, [[Roboticist]]s, and [[Geneticist|Geneticists]]. Maintains the integrity of the [[AI]] and its [[Cyborg]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Know how R&amp;amp;D works, how to upgrade machines, how xenobiology works, how telescience works and how robotics work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Make sure one of your scientist is doing R&amp;amp;D and help him out if needed. Ask if there are miners around and request the minerals your R&amp;amp;D and Robotics both need.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Upgrading machines across the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Bombs made in toxins usually get sneaked out and exploded. Check on them from time to time.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic ce.png|64px]] [[Chief Engineer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff.&lt;br /&gt;
Oversees the maintenance of the station, with authority over [[Station Engineer]]s and [[Atmospheric Technician]]s. Authority over [[Telecoms]] maintenance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How the telecommunications, atmospherics, solars and the [[supermatter]] work. How to deconstruct an APC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Have your team start the [[supermatter]] correctly and have power flowing to the station. Make sure the atmospheric system is set up correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Listening the radio for people yelling about station damage and delegating your engineers there with appropriate tools and materials.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; The station is bound to have explosions or at least minor holes in it during the shift. Learn how to tackle the exploded telecommunications -situation and you&#039;ll be irreplaceable in more than one shift, guaranteed.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic cmo.png|64px]] [[Chief Medical Officer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. If a Head of Staff is acting medically unstable, it is the CMO&#039;s duty to disable and treat them till they are once again fit for duty (which could be never).&lt;br /&gt;
Oversees station-wide medical issues with authority over the [[Virologist]], [[Chemist]]s and [[Medical Doctor]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to cure viruses and create vaccines. Formulas for the most common medicines. How to prepare and administer clean SEs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Make an announcement to the crew about maxing out their suit sensors so you&#039;ll be able to help them when they get in trouble. Check that the cryogenic tubes get set up, possibly with a more efficient mixture of chemicals from the chemist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Check the Crew Monitoring Console from time to time for dead/dying people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Medical jobs are a common choice for new players seeking a relevant role. So when not absent, dead, or traitorous, expect your staff to need constant babysitting and guidance on how to perform even basic treatments.&lt;br /&gt;
===[[File:Generic_qm.png|64px]] [[Quartermaster]]===&lt;br /&gt;
Authority over the supply sector, including [[Cargo Technician]]s and [[Shaft Miner]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Managing Cargo Tech&#039;s, how to operate the Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Check how many Cargo Tech&#039;s are on shift, get them doing something useful such as collecting crates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Processing crew order requests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Hostile and impatient crew members, syndicate sympathizers, miners not appreciating you taking some plasma for points, inept cargo techs, miners dying in the first five minutes, lava land lizards, and Security. Depending on your loyalty to the station you will either face problems from Security or revolutionary&#039;s/ cultists/ the grey-tide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Management Roles==&lt;br /&gt;
While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_warden.png|64px]] [[Warden]]===&lt;br /&gt;
Subordinate to the [[Head of Security]].&lt;br /&gt;
&lt;br /&gt;
Authority over the brig, [[Security Officer]]s, and all personnel of equal rank and below as long as they are within the brig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Processing prisoners, managing Security operations and personnel and keeping the brig secure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Ensure the brig is secure, check if there is a HoS/Sec Officers present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Keeping the brig as secure as possible, ensuring no one attempts to loot the brig, keeping prisoners in check and ensuring they are released on schedule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Non-compliant Security Officers. HoP handing out Armory access. People attempting to break into the brig.&lt;br /&gt;
&lt;br /&gt;
===[[File:centcomofficial.png|64px]] [[Centcom Official]]===&lt;br /&gt;
Subordinate to the [[Captain|CentCom]].&lt;br /&gt;
&lt;br /&gt;
Depending on his rank, he may have the authority to dismiss the Captain from his position, or even outrank the Captain. Otherwise, he possesses no actual authority over anyone on station and is reliant on ingratiating himself with the command staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; The Chain of Command, knowing what your assigned task is from Central Command. Having good social skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Inform the command staff of your presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Whatever Central Command assigned you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Suspicious Security Officers, non-compliant heads of staff and enemies of the corporation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Captain Ian.png|64px]] [[Ian|Captain Ian]]===&lt;br /&gt;
The Captain the station deserves. &lt;br /&gt;
&lt;br /&gt;
Authority over snacks. Obey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Yip!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Get dressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Dance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Head of Personnel often incompetent and needs watching over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Chain_of_Command&amp;diff=14136</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Chain_of_Command&amp;diff=14136"/>
		<updated>2023-10-21T17:41:56Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: /*  Quartermaster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = This page is prolly outdated and not reflective of how we actually handle the chain of command on Skyrat |priority = Medium}}&lt;br /&gt;
{{Important&lt;br /&gt;
|Title=Rough Draft&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document may not be entirely accurate with our current policies. Please be mindful that this may change.&lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The chain of command represents how orders are distributed throughout the station. It is part of a power structure: usually seen as the most vulnerable and also the most powerful part of it. Starting from the most authorized, the Captain, through the Head of some Department, down to the lowliest subordinate to finally accomplish the task needed, in order to make the station function as efficiently as possible.&lt;br /&gt;
&lt;br /&gt;
The Heads should &#039;&#039;&#039;not&#039;&#039;&#039; start doing the simplest tasks themselves unless the station&#039;s already beyond saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[File:Identification_console.png]] Notice:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads can demote their staff by using the [[Identification Console]] and removing the subordinate&#039;s access to their department from their ID.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;So if one of your guys isn&#039;t acting like an appropriate team player, don&#039;t hesitate to show them who&#039;s boss.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Job tree3.png|1191px|The station hierarchy]]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
[[File:Bridge small.png|thumb|300px|The Bridge, safe haven of the Heads.]]&lt;br /&gt;
&#039;&#039;&#039;A.K.A. the command staff.&#039;&#039;&#039; These are the men and women charged with the administration of the station. Each of them have access to the [[Bridge]] and [[Brig]], the keycard authentication devices, the command radio channel (accessed with :c), the ability to make station-wide announcements, access to identification consoles and may call/recall the [[Escape Shuttle]] using a communications console. They are also the targets during a [[Revolution]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic captain.png|64px]] [[Captain]]===&lt;br /&gt;
The Commanding Officer with authority over the entire station. Eventually dies and has the Head of Personnel take over. Limited only by style - Just don&#039;t forget the [[High-risk_items#Nuclear_authentication_disk|disk]].&lt;br /&gt;
The only position that can issue death warrants without a trial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How the AI works. What other Heads should be doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Check in with your Heads of Staff. Secure the nuclear authorization disk and give the pinpointer to [[Clown|someone trustworthy]] for maximum safety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Making sure your heads are doing their jobs, figure out what needs to be done and delegate. Keep the disk close to you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Many [[high-risk items]] start in your office or directly in your possession. And your shiny gold id card is coveted by almost every troublemaker. Expect many attempts to be made on your life for these things.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hop.png|64px]] [[Head of Personnel]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Becomes acting Captain if the original Captain is dead or MIA. Responsible for staffing and HR-related duties.&lt;br /&gt;
Authority over all civil and supply departments, including the [[Janitor]], [[Chef]], [[Bartender|Barman]], [[Clown]], [[Mime]], [[Assistant]]s, [[Lawyer]]s, [[Chaplain]], [[Curator]], and [[Botanist]]s.&lt;br /&gt;
&lt;br /&gt;
The Head of Personnel can either be a Godsend or worse than a banana-flinging clown for the station. He can also savor the prestige or feel shackled to the [[Computers#ID_Modification_Console|ID computer]]. If you find yourself wearing teal, make the most of it by doing your job correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Support the Captain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Always be on the captain&#039;s side, at least publicly. Remember that since you&#039;ll take up his banner if, or more often when, he&#039;s slain, you&#039;re the &#039;&#039;de facto&#039;&#039; second in command. Be sure to work as a team to lead the crew. If he&#039;s demanding, be persuasive. If he&#039;s soft-spoken, be a task-master. This means anyone annoyed at his leadership style will likely follow yours, but it also means he has to trust you. Earn this trust by making frequent use of command chat (:c) and deferring to him on matters of great importance, like assigning new Heads or calling the shuttle. Recognize, however, that you do not outrank any other Heads of Staff. You are simply sitting at the Captain&#039;s right hand, entrusted to the keys to the station, while all other Heads must beg at your feet for access to so much as the bar. Don&#039;t let it go to your head, and the Head of Security won&#039;t brain you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Uphold the Rights of Crewmen.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only the Captain can authorize a death warrant, and you are sometimes tasked with judging trials under [[Corporate Regulations]]. You are normally considered the most impartial officer for this task, which prevents the appearance of a mere kangaroo court. Furthermore, Security often commits excesses and the Captain is either dead or personally involved in a case. For these reasons, you need to be sure to call for trials for high crimes before the accused gets left to rot in a permacell forever. While this may put you at odds with Security, you should find them fanatically loyal to the Captain, who hopefully makes clear his full confidence in you. This delicate balance of power prevents excesses against the crew. Almost always, a weak Captain and Head of Personnel will result in [[shitcurity|shitcurity]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Follow the Principle of Least Privilege.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access or just for you to open the door for him while he gets a suit. If the chaplain is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the station more secure from thieves weaseling their way to their targets and cuts down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a sheet of paper and give it a good stamping so the janitor will be able to show why he&#039;s mopping Medbay&#039;s floors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Talk to the Crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Captain gets nervous when someone stands next to him for too long. The Head of Security is too busy beating the clown. The Research Director is on fire, the Chief Medical Officer is up to his elbows in gore, and the Chief Engineer is trying to keep everyone warm and breathing in a vacuum. You&#039;re really the only head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the robusted to security, and generally reduce the frequency and intensity of mutinies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Manage your Department First.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While technically you can demote everyone who&#039;s ID you seize to assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the chef to throw a pizza party, ensuring the [[Quartermaster]] is on top of things, and getting the records up to date are the first thing to do after assigning job and access changes. Demoting bad security officers or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, have all the Heads aware they can send troublesome employees your way to be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to use the Identification Console. A rough idea of how access is distributed throughout the station. What Cargo, Kitchen, Hydroponics and the Janitor should be doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Stay at your desk for at least the first 10 minutes to manage the shift-start rush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Manage IDs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Your department (the civil department) doesn&#039;t ever acknowledge you as their boss. It&#039;s your duty to make that a thing of the past!&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hos.png|64px]] [[Head of Security]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Although he technically has access, other Heads may deny him from entering their domains. Usually withheld from a promotion to acting Captain if other Heads are available, however in times of crisis he may usually force himself into the position as acting Captain to better control the crisis.&lt;br /&gt;
Oversees security matters with authority over [[Security Officer]]s, the [[Warden]] and the [[Detective]]. Expected to detain and handle those who endanger the station, including other heads of staff, and in some cases, the Captain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to use security equipment, a firm grasp on Corporate Regulations, and rough idea of what kind of threats the station will have to face and how to deal with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Get your officers to report in, if they don&#039;t, remind them that the security force doesn&#039;t work without teamwork and communication, and have them demoted if they&#039;re still acting like a lone mute wolf.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Try to keep the crew as safe as possible. Keep your officers from degenerating to shitcurity when things get rough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Assistants pushing each other is &#039;&#039;&#039;not&#039;&#039;&#039; a big problem, you shouldn&#039;t have to spend much time on those. Focus on the big fish instead.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic rd.png|64px]] [[Research Director]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Due to AI access, often promoted to acting Captain if there is neither a Captain nor a HoP.&lt;br /&gt;
Oversees research efforts with authority over [[Scientist]]s, [[Roboticist]]s, and [[Geneticist|Geneticists]]. Maintains the integrity of the [[AI]] and its [[Cyborg]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Know how R&amp;amp;D works, how to upgrade machines, how xenobiology works, how telescience works and how robotics work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Make sure one of your scientist is doing R&amp;amp;D and help him out if needed. Ask if there are miners around and request the minerals your R&amp;amp;D and Robotics both need.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Upgrading machines across the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Bombs made in toxins usually get sneaked out and exploded. Check on them from time to time.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic ce.png|64px]] [[Chief Engineer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff.&lt;br /&gt;
Oversees the maintenance of the station, with authority over [[Station Engineer]]s and [[Atmospheric Technician]]s. Authority over [[Telecoms]] maintenance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How the telecommunications, atmospherics, solars and the [[supermatter]] work. How to deconstruct an APC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Have your team start the [[supermatter]] correctly and have power flowing to the station. Make sure the atmospheric system is set up correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Listening the radio for people yelling about station damage and delegating your engineers there with appropriate tools and materials.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; The station is bound to have explosions or at least minor holes in it during the shift. Learn how to tackle the exploded telecommunications -situation and you&#039;ll be irreplaceable in more than one shift, guaranteed.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic cmo.png|64px]] [[Chief Medical Officer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. If a Head of Staff is acting medically unstable, it is the CMO&#039;s duty to disable and treat them till they are once again fit for duty (which could be never).&lt;br /&gt;
Oversees station-wide medical issues with authority over the [[Virologist]], [[Chemist]]s and [[Medical Doctor]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to cure viruses and create vaccines. Formulas for the most common medicines. How to prepare and administer clean SEs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Make an announcement to the crew about maxing out their suit sensors so you&#039;ll be able to help them when they get in trouble. Check that the cryogenic tubes get set up, possibly with a more efficient mixture of chemicals from the chemist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Check the Crew Monitoring Console from time to time for dead/dying people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Medical jobs are a common choice for new players seeking a relevant role. So when not absent, dead, or traitorous, expect your staff to need constant babysitting and guidance on how to perform even basic treatments.&lt;br /&gt;
===[[File:Generic_qm.png|64px]] [[Quartermaster]]===&lt;br /&gt;
Authority over the supply sector, including [[Cargo Technician]]s and [[Shaft Miner]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Managing Cargo Tech&#039;s, how to operate the Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Check how many Cargo Tech&#039;s are on shift, get them doing something useful such as collecting crates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Processing crew order requests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Hostile and impatient crew members, syndicate sympathizers, miners not appreciating you taking some plasma for points, inept cargo techs, miners dying in the first five minutes, lava land lizards, and Security. Depending on your loyalty to the station you will either face problems from Security or revolutionary&#039;s/ cultists/ the grey-tide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Management Roles==&lt;br /&gt;
While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_warden.png|64px]] [[Warden]]===&lt;br /&gt;
Subordinate to the [[Head of Security]].&lt;br /&gt;
&lt;br /&gt;
Authority over the brig, [[Security Officer]]s, and all personnel of equal rank and below as long as they are within the brig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Processing prisoners, managing Security operations and personnel and keeping the brig secure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Ensure the brig is secure, check if there is a HoS/Sec Officers present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Keeping the brig as secure as possible, ensuring no one attempts to loot the brig, keeping prisoners in check and ensuring they are released on schedule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Non-compliant Security Officers. HoP handing out Armory access. People attempting to break into the brig.&lt;br /&gt;
&lt;br /&gt;
===[[File:centcomofficial.png|64px]] [[Centcom Official]]===&lt;br /&gt;
Subordinate to the [[Captain]] while he is on the station.&lt;br /&gt;
&lt;br /&gt;
Depending on his rank, he may have the authority to dismiss the Captain from his position, or even outrank the Captain. Otherwise, he possesses no actual authority over anyone on station and is reliant on ingratiating himself with the command staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; The Chain of Command, knowing what your assigned task is from Central Command. Having good social skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Inform the command staff of your presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Whatever Central Command assigned you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Suspicious Security Officers, non-compliant heads of staff and enemies of the corporation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Captain Ian.png|64px]] [[Ian|Captain Ian]]===&lt;br /&gt;
The Captain the station deserves. &lt;br /&gt;
&lt;br /&gt;
Authority over snacks. Obey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Yip!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Get dressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Dance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Head of Personnel often incompetent and needs watching over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Chain_of_Command&amp;diff=14135</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Chain_of_Command&amp;diff=14135"/>
		<updated>2023-10-21T17:41:38Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: /*  Head of Personnel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = This page is prolly outdated and not reflective of how we actually handle the chain of command on Skyrat |priority = Medium}}&lt;br /&gt;
{{Important&lt;br /&gt;
|Title=Rough Draft&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document may not be entirely accurate with our current policies. Please be mindful that this may change.&lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The chain of command represents how orders are distributed throughout the station. It is part of a power structure: usually seen as the most vulnerable and also the most powerful part of it. Starting from the most authorized, the Captain, through the Head of some Department, down to the lowliest subordinate to finally accomplish the task needed, in order to make the station function as efficiently as possible.&lt;br /&gt;
&lt;br /&gt;
The Heads should &#039;&#039;&#039;not&#039;&#039;&#039; start doing the simplest tasks themselves unless the station&#039;s already beyond saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[File:Identification_console.png]] Notice:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads can demote their staff by using the [[Identification Console]] and removing the subordinate&#039;s access to their department from their ID.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;So if one of your guys isn&#039;t acting like an appropriate team player, don&#039;t hesitate to show them who&#039;s boss.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Job tree3.png|1191px|The station hierarchy]]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
[[File:Bridge small.png|thumb|300px|The Bridge, safe haven of the Heads.]]&lt;br /&gt;
&#039;&#039;&#039;A.K.A. the command staff.&#039;&#039;&#039; These are the men and women charged with the administration of the station. Each of them have access to the [[Bridge]] and [[Brig]], the keycard authentication devices, the command radio channel (accessed with :c), the ability to make station-wide announcements, access to identification consoles and may call/recall the [[Escape Shuttle]] using a communications console. They are also the targets during a [[Revolution]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic captain.png|64px]] [[Captain]]===&lt;br /&gt;
The Commanding Officer with authority over the entire station. Eventually dies and has the Head of Personnel take over. Limited only by style - Just don&#039;t forget the [[High-risk_items#Nuclear_authentication_disk|disk]].&lt;br /&gt;
The only position that can issue death warrants without a trial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How the AI works. What other Heads should be doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Check in with your Heads of Staff. Secure the nuclear authorization disk and give the pinpointer to [[Clown|someone trustworthy]] for maximum safety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Making sure your heads are doing their jobs, figure out what needs to be done and delegate. Keep the disk close to you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Many [[high-risk items]] start in your office or directly in your possession. And your shiny gold id card is coveted by almost every troublemaker. Expect many attempts to be made on your life for these things.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hop.png|64px]] [[Head of Personnel]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Becomes acting Captain if the original Captain is dead or MIA. Responsible for staffing and HR-related duties.&lt;br /&gt;
Authority over all civil and supply departments, including the [[Janitor]], [[Chef]], [[Bartender|Barman]], [[Clown]], [[Mime]], [[Assistant]]s, [[Lawyer]]s, [[Chaplain]], [[Curator]], and [[Botanist]]s.&lt;br /&gt;
&lt;br /&gt;
The Head of Personnel can either be a Godsend or worse than a banana-flinging clown for the station. He can also savor the prestige or feel shackled to the [[Computers#ID_Modification_Console|ID computer]]. If you find yourself wearing teal, make the most of it by doing your job correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Support the Captain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Always be on the captain&#039;s side, at least publicly. Remember that since you&#039;ll take up his banner if, or more often when, he&#039;s slain, you&#039;re the &#039;&#039;de facto&#039;&#039; second in command. Be sure to work as a team to lead the crew. If he&#039;s demanding, be persuasive. If he&#039;s soft-spoken, be a task-master. This means anyone annoyed at his leadership style will likely follow yours, but it also means he has to trust you. Earn this trust by making frequent use of command chat (:c) and deferring to him on matters of great importance, like assigning new Heads or calling the shuttle. Recognize, however, that you do not outrank any other Heads of Staff. You are simply sitting at the Captain&#039;s right hand, entrusted to the keys to the station, while all other Heads must beg at your feet for access to so much as the bar. Don&#039;t let it go to your head, and the Head of Security won&#039;t brain you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Uphold the Rights of Crewmen.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only the Captain can authorize a death warrant, and you are sometimes tasked with judging trials under [[Corporate Regulations]]. You are normally considered the most impartial officer for this task, which prevents the appearance of a mere kangaroo court. Furthermore, Security often commits excesses and the Captain is either dead or personally involved in a case. For these reasons, you need to be sure to call for trials for high crimes before the accused gets left to rot in a permacell forever. While this may put you at odds with Security, you should find them fanatically loyal to the Captain, who hopefully makes clear his full confidence in you. This delicate balance of power prevents excesses against the crew. Almost always, a weak Captain and Head of Personnel will result in [[shitcurity|shitcurity]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Follow the Principle of Least Privilege.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access or just for you to open the door for him while he gets a suit. If the chaplain is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the station more secure from thieves weaseling their way to their targets and cuts down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a sheet of paper and give it a good stamping so the janitor will be able to show why he&#039;s mopping Medbay&#039;s floors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Talk to the Crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Captain gets nervous when someone stands next to him for too long. The Head of Security is too busy beating the clown. The Research Director is on fire, the Chief Medical Officer is up to his elbows in gore, and the Chief Engineer is trying to keep everyone warm and breathing in a vacuum. You&#039;re really the only head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the robusted to security, and generally reduce the frequency and intensity of mutinies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Manage your Department First.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While technically you can demote everyone who&#039;s ID you seize to assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the chef to throw a pizza party, ensuring the [[Quartermaster]] is on top of things, and getting the records up to date are the first thing to do after assigning job and access changes. Demoting bad security officers or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, have all the Heads aware they can send troublesome employees your way to be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to use the Identification Console. A rough idea of how access is distributed throughout the station. What Cargo, Kitchen, Hydroponics and the Janitor should be doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Stay at your desk for at least the first 10 minutes to manage the shift-start rush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Manage IDs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Your department (the civil department) doesn&#039;t ever acknowledge you as their boss. It&#039;s your duty to make that a thing of the past!&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hos.png|64px]] [[Head of Security]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Although he technically has access, other Heads may deny him from entering their domains. Usually withheld from a promotion to acting Captain if other Heads are available, however in times of crisis he may usually force himself into the position as acting Captain to better control the crisis.&lt;br /&gt;
Oversees security matters with authority over [[Security Officer]]s, the [[Warden]] and the [[Detective]]. Expected to detain and handle those who endanger the station, including other heads of staff, and in some cases, the Captain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to use security equipment, a firm grasp on Corporate Regulations, and rough idea of what kind of threats the station will have to face and how to deal with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Get your officers to report in, if they don&#039;t, remind them that the security force doesn&#039;t work without teamwork and communication, and have them demoted if they&#039;re still acting like a lone mute wolf.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Try to keep the crew as safe as possible. Keep your officers from degenerating to shitcurity when things get rough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Assistants pushing each other is &#039;&#039;&#039;not&#039;&#039;&#039; a big problem, you shouldn&#039;t have to spend much time on those. Focus on the big fish instead.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic rd.png|64px]] [[Research Director]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Due to AI access, often promoted to acting Captain if there is neither a Captain nor a HoP.&lt;br /&gt;
Oversees research efforts with authority over [[Scientist]]s, [[Roboticist]]s, and [[Geneticist|Geneticists]]. Maintains the integrity of the [[AI]] and its [[Cyborg]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Know how R&amp;amp;D works, how to upgrade machines, how xenobiology works, how telescience works and how robotics work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Make sure one of your scientist is doing R&amp;amp;D and help him out if needed. Ask if there are miners around and request the minerals your R&amp;amp;D and Robotics both need.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Upgrading machines across the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Bombs made in toxins usually get sneaked out and exploded. Check on them from time to time.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic ce.png|64px]] [[Chief Engineer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff.&lt;br /&gt;
Oversees the maintenance of the station, with authority over [[Station Engineer]]s and [[Atmospheric Technician]]s. Authority over [[Telecoms]] maintenance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How the telecommunications, atmospherics, solars and the [[supermatter]] work. How to deconstruct an APC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Have your team start the [[supermatter]] correctly and have power flowing to the station. Make sure the atmospheric system is set up correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Listening the radio for people yelling about station damage and delegating your engineers there with appropriate tools and materials.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; The station is bound to have explosions or at least minor holes in it during the shift. Learn how to tackle the exploded telecommunications -situation and you&#039;ll be irreplaceable in more than one shift, guaranteed.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic cmo.png|64px]] [[Chief Medical Officer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. If a Head of Staff is acting medically unstable, it is the CMO&#039;s duty to disable and treat them till they are once again fit for duty (which could be never).&lt;br /&gt;
Oversees station-wide medical issues with authority over the [[Virologist]], [[Chemist]]s and [[Medical Doctor]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to cure viruses and create vaccines. Formulas for the most common medicines. How to prepare and administer clean SEs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Make an announcement to the crew about maxing out their suit sensors so you&#039;ll be able to help them when they get in trouble. Check that the cryogenic tubes get set up, possibly with a more efficient mixture of chemicals from the chemist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Check the Crew Monitoring Console from time to time for dead/dying people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Medical jobs are a common choice for new players seeking a relevant role. So when not absent, dead, or traitorous, expect your staff to need constant babysitting and guidance on how to perform even basic treatments.&lt;br /&gt;
===[[File:Generic_qm.png|64px]] [[Quartermaster]]===&lt;br /&gt;
Authority over the supply sector, including [[Cargo Technician]]s and [[Shaft Miner]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Managing Cargo Tech&#039;s, how to operate the Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Check how many Cargo Tech&#039;s are on shift, get them doing something useful such as collecting crates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Processing crew order requests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Hostile and impatient crew members, syndicate sympathizers, miners not appreciating you taking some plasma for points, inept cargo techs, miners dying in the first five minutes, lava land lizards, and Security. Depending on your loyalty to the station you will either face problems from Security or revolutionary&#039;s/ cultists/ the grey-tide. People telling you that you&#039;re not a &amp;quot;real head&amp;quot;, and it hurts because they&#039;re right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Management Roles==&lt;br /&gt;
While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_warden.png|64px]] [[Warden]]===&lt;br /&gt;
Subordinate to the [[Head of Security]].&lt;br /&gt;
&lt;br /&gt;
Authority over the brig, [[Security Officer]]s, and all personnel of equal rank and below as long as they are within the brig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Processing prisoners, managing Security operations and personnel and keeping the brig secure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Ensure the brig is secure, check if there is a HoS/Sec Officers present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Keeping the brig as secure as possible, ensuring no one attempts to loot the brig, keeping prisoners in check and ensuring they are released on schedule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Non-compliant Security Officers. HoP handing out Armory access. People attempting to break into the brig.&lt;br /&gt;
&lt;br /&gt;
===[[File:centcomofficial.png|64px]] [[Centcom Official]]===&lt;br /&gt;
Subordinate to the [[Captain]] while he is on the station.&lt;br /&gt;
&lt;br /&gt;
Depending on his rank, he may have the authority to dismiss the Captain from his position, or even outrank the Captain. Otherwise, he possesses no actual authority over anyone on station and is reliant on ingratiating himself with the command staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; The Chain of Command, knowing what your assigned task is from Central Command. Having good social skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Inform the command staff of your presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Whatever Central Command assigned you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Suspicious Security Officers, non-compliant heads of staff and enemies of the corporation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Captain Ian.png|64px]] [[Ian|Captain Ian]]===&lt;br /&gt;
The Captain the station deserves. &lt;br /&gt;
&lt;br /&gt;
Authority over snacks. Obey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Yip!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Get dressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Dance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Head of Personnel often incompetent and needs watching over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Head_of_Security&amp;diff=14122</id>
		<title>Head of Security</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Head_of_Security&amp;diff=14122"/>
		<updated>2023-10-20T00:05:05Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: /* Laying Down the Law */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 486091&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 486091&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 486091&lt;br /&gt;
 |img = Generic_hos.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Head of Security&lt;br /&gt;
 |access = All of security, Head of Security&#039;s Office, Maintenance, Medbay, Research Division, Bridge, Engineering, Construction Area, Cargo Office, Mining, Gateway, Personal Lockers, Weapon Permit&lt;br /&gt;
 |difficulty = Very hard&lt;br /&gt;
 |superior = Lopland Officials&lt;br /&gt;
 |duties = Coordinate security personnel, ensure they are not corrupt, make sure every department is protected and defend the station against threats as they come and go.&lt;br /&gt;
 |guides = [[Guide to security]], [[Guide to Trials]], [[Chain of Command]], [[Corporate Regulations]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]], [[Security items]]&lt;br /&gt;
 |requirements = Delegate security personnel to resolve discrepancies, ensure that [[Corporate Regulations]] are followed, de-escalate arguments on dispatch, and exhibit leadership by being the face of security.}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
&lt;br /&gt;
== Job Description ==&lt;br /&gt;
Your job isn&#039;t to hunt people down, unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into, so you can usually just sit in your office and let the [[Roboticist#Securitron|securitrons]] and officers do it for you. You have more access to the station than anyone else in security, but less than the other heads. Try not to depend on it.&lt;br /&gt;
&lt;br /&gt;
You are concerned with the following people:&lt;br /&gt;
&lt;br /&gt;
* [[Security Officer|Security Officers]]: These are your pawns, and it&#039;s your job to control them. If they&#039;re being incompetent resource wasters, yell at them and get them to fall in line. If they continue, tell them to stop or have them demoted. A security officer that does not do his job properly shouldn&#039;t even have this job in the first place.&lt;br /&gt;
* [[Warden|The Warden]]: This is a special security officer who acts as the Brig&#039;s watchdog. Make sure he doesn&#039;t set and/or support unfair and bad brig times, that he doesn&#039;t leave the Brig, and he won&#039;t bother you. He also hands out equipment in emergencies, and will take over if you happen to be unavailable.&lt;br /&gt;
* [[Corrections Officer]]: The prison&#039;s watchdogs. They are placed in a office within the prison to watch over your scums of the Earth; you shouldn&#039;t need to order them around too much. Just make sure they keep an eye on the orange men.&lt;br /&gt;
* [[Detective|The Detective]]: The job of the detective is to investigate crimes, conjointly with the Forensic Technician. They specialize in interrogating suspects and witnesses, and pursuing leads. They are firmly under your command, regardless of what they may say.&lt;br /&gt;
* [[Chain of Command]]: Should security or anyone else be acting out of their job description [[Chain of Command]] can be called in. They conduct their own investigations to determine whether someone has overstepped their power or authority. You have no direct authority over them.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
=== Officers, Roll Out ===&lt;br /&gt;
The first step towards keeping the station safe is to ensure that your own officers aren&#039;t a threat. Security enforces the law, but they are not above it - and neither are you. Make sure that all of your personnel are familiar with the regulations regarding [[Corporate Regulations]], and [[Security_Officer#Standard_Procedure|standard Security practices]].&lt;br /&gt;
&lt;br /&gt;
Once your force is up to speed on the rules and regulations, send them out on patrol. Pay attention to all the radio channels for any calls for help. If there are any, dispatch some officers to handle it, and make sure that the [[Detective]] collects any relevant evidence. Make sure that the Warden keeps the Security records up-to-date, not in the least because Beepsky can help your officers catch criminals who would otherwise evade them. &lt;br /&gt;
&lt;br /&gt;
=== Police State ===&lt;br /&gt;
Like the Captain, you have a number of people you can delegate to. You should be using them to coordinate your officers instead of doing everything yourself. Within the brig, your [[Warden]] has authority over others; you should be using them to coordinate the handing out of equipment and supervision of the [[Corrections Officer]].You are not an officer; you should not be rushing into every situation. Delegate.&lt;br /&gt;
&lt;br /&gt;
=== Laying Down the Law ===&lt;br /&gt;
Check to make sure that appropriate times are given out for violations of Corporate Regulations, and that your department only arrest people who have actually committed crimes. Remember, if they&#039;re doing something that you don&#039;t like but is technically not against the law, you can issue an official injunction - preferably in a official sounding language, written, and stamped with your Head of Security stamp - against it. Expect abuse of this power to be called out, however.&lt;br /&gt;
&lt;br /&gt;
If one of your officers misbehave, yell at them, or in more serious cases, show them the inside of a cell. Keep them busy by sending them on patrols, leads, and follow-ups. An unoccupied officer is often a bad officer.&lt;br /&gt;
&lt;br /&gt;
==== El Capitan ====&lt;br /&gt;
It is also important that you understand the relationship between Security and the [[Captain]]. The Captain&#039;s authority on the station is not absolute. The Captain cannot pardon criminals, cannot get away with committing crimes, and so on. The only time that Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station. Other Heads of Staff are required to follow Corporate Regulations as well. &#039;&#039;&#039;However&#039;&#039;&#039;, this does not mean that you are the law. You can only arrest the Captain, or other Heads of Staff, if they&#039;ve actually committed a crime. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, always remember to follow [[Security_Officer#Standard_Procedure|standard security procedures!]]&lt;br /&gt;
&lt;br /&gt;
== Office ==&lt;br /&gt;
Your office is in the [[Security_Officer#The_Brig|Brig]]. It holds various security equipment for use in apprehending and detaining criminals. Your office also has both a security records computer and a security camera potato which you can use to monitor the station from the comfort of your desk chair.&lt;br /&gt;
&lt;br /&gt;
== Brig ==&lt;br /&gt;
The holding area for prisoners. Only people with access to security can enter. It&#039;s still possible for normal crewmembers to view the cells through the windows behind them. As the windows are electrified, though, they&#039;re not a valid means of entry unless the person happens to have insulated gloves.&lt;br /&gt;
&lt;br /&gt;
The brig also has blast doors in all of the windows, as well as the halls into the cells. There&#039;s a button to drop them in the warden&#039;s office and your office.&lt;br /&gt;
&lt;br /&gt;
Prisoners may try to flee, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to then release from the bed and cuffs if they aren&#039;t dangerous). And, &#039;&#039;&#039;SET A TIME TO THE TIMER&#039;&#039;&#039; (the door won&#039;t lock unless you do this). Make sure to [[Corporate Regulations|keep the time to the crime]].&lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner has been deemed too dangerous to release, they can be kept in one of the secure holding cells.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As Head of Security, you coordinate your actions with the captain, the other heads of staff, and your officers. You will often work with Medical, when a crime results in injury, when a prisoner is hurt, or when a patient is violent. When a criminal damages station infrastructure, you will work with Engineering to determine what happened and whether it&#039;s safe for your officers to investigate. Supply and Research can get you high-powered weapons if you need them. And do try to keep the janitor from thoughtlessly cleaning up the evidence.&lt;br /&gt;
&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 486091&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Head_of_Security&amp;diff=14121</id>
		<title>Head of Security</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Head_of_Security&amp;diff=14121"/>
		<updated>2023-10-20T00:04:42Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: Deleted traitor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 486091&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 486091&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 486091&lt;br /&gt;
 |img = Generic_hos.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Head of Security&lt;br /&gt;
 |access = All of security, Head of Security&#039;s Office, Maintenance, Medbay, Research Division, Bridge, Engineering, Construction Area, Cargo Office, Mining, Gateway, Personal Lockers, Weapon Permit&lt;br /&gt;
 |difficulty = Very hard&lt;br /&gt;
 |superior = Lopland Officials&lt;br /&gt;
 |duties = Coordinate security personnel, ensure they are not corrupt, make sure every department is protected and defend the station against threats as they come and go.&lt;br /&gt;
 |guides = [[Guide to security]], [[Guide to Trials]], [[Chain of Command]], [[Corporate Regulations]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]], [[Security items]]&lt;br /&gt;
 |requirements = Delegate security personnel to resolve discrepancies, ensure that [[Corporate Regulations]] are followed, de-escalate arguments on dispatch, and exhibit leadership by being the face of security.}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
&lt;br /&gt;
== Job Description ==&lt;br /&gt;
Your job isn&#039;t to hunt people down, unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into, so you can usually just sit in your office and let the [[Roboticist#Securitron|securitrons]] and officers do it for you. You have more access to the station than anyone else in security, but less than the other heads. Try not to depend on it.&lt;br /&gt;
&lt;br /&gt;
You are concerned with the following people:&lt;br /&gt;
&lt;br /&gt;
* [[Security Officer|Security Officers]]: These are your pawns, and it&#039;s your job to control them. If they&#039;re being incompetent resource wasters, yell at them and get them to fall in line. If they continue, tell them to stop or have them demoted. A security officer that does not do his job properly shouldn&#039;t even have this job in the first place.&lt;br /&gt;
* [[Warden|The Warden]]: This is a special security officer who acts as the Brig&#039;s watchdog. Make sure he doesn&#039;t set and/or support unfair and bad brig times, that he doesn&#039;t leave the Brig, and he won&#039;t bother you. He also hands out equipment in emergencies, and will take over if you happen to be unavailable.&lt;br /&gt;
* [[Corrections Officer]]: The prison&#039;s watchdogs. They are placed in a office within the prison to watch over your scums of the Earth; you shouldn&#039;t need to order them around too much. Just make sure they keep an eye on the orange men.&lt;br /&gt;
* [[Detective|The Detective]]: The job of the detective is to investigate crimes, conjointly with the Forensic Technician. They specialize in interrogating suspects and witnesses, and pursuing leads. They are firmly under your command, regardless of what they may say.&lt;br /&gt;
* [[Chain of Command]]: Should security or anyone else be acting out of their job description [[Chain of Command]] can be called in. They conduct their own investigations to determine whether someone has overstepped their power or authority. You have no direct authority over them.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
=== Officers, Roll Out ===&lt;br /&gt;
The first step towards keeping the station safe is to ensure that your own officers aren&#039;t a threat. Security enforces the law, but they are not above it - and neither are you. Make sure that all of your personnel are familiar with the regulations regarding [[Corporate Regulations]], and [[Security_Officer#Standard_Procedure|standard Security practices]].&lt;br /&gt;
&lt;br /&gt;
Once your force is up to speed on the rules and regulations, send them out on patrol. Pay attention to all the radio channels for any calls for help. If there are any, dispatch some officers to handle it, and make sure that the [[Detective]] collects any relevant evidence. Make sure that the Warden keeps the Security records up-to-date, not in the least because Beepsky can help your officers catch criminals who would otherwise evade them. &lt;br /&gt;
&lt;br /&gt;
=== Police State ===&lt;br /&gt;
Like the Captain, you have a number of people you can delegate to. You should be using them to coordinate your officers instead of doing everything yourself. Within the brig, your [[Warden]] has authority over others; you should be using them to coordinate the handing out of equipment and supervision of the [[Corrections Officer]].You are not an officer; you should not be rushing into every situation. Delegate.&lt;br /&gt;
&lt;br /&gt;
=== Laying Down the Law ===&lt;br /&gt;
Check to make sure that appropriate times are given out for violations of Corporate Regulations, and that your department only arrest people who have actually committed crimes. Remember, if they&#039;re doing something that you don&#039;t like but is technically not against the law, you can issue an official injunction - preferably in a official sounding language, written, and stamped with your Head of Security stamp - against it. Expect abuse of this power to be called out, however.&lt;br /&gt;
&lt;br /&gt;
If one of your officers misbehave, yell at them, or in more serious cases, show them the inside of a cell. Keep them busy by sending them on patrols, leads, and follow-ups. An unoccupied officer is often a [[NanoTrasen_Liaison#Submitting_an_Incident_Report|bad officer.]]&lt;br /&gt;
&lt;br /&gt;
==== El Capitan ====&lt;br /&gt;
It is also important that you understand the relationship between Security and the [[Captain]]. The Captain&#039;s authority on the station is not absolute. The Captain cannot pardon criminals, cannot get away with committing crimes, and so on. The only time that Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station. Other Heads of Staff are required to follow Corporate Regulations as well. &#039;&#039;&#039;However&#039;&#039;&#039;, this does not mean that you are the law. You can only arrest the Captain, or other Heads of Staff, if they&#039;ve actually committed a crime. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, always remember to follow [[Security_Officer#Standard_Procedure|standard security procedures!]]&lt;br /&gt;
&lt;br /&gt;
== Office ==&lt;br /&gt;
Your office is in the [[Security_Officer#The_Brig|Brig]]. It holds various security equipment for use in apprehending and detaining criminals. Your office also has both a security records computer and a security camera potato which you can use to monitor the station from the comfort of your desk chair.&lt;br /&gt;
&lt;br /&gt;
== Brig ==&lt;br /&gt;
The holding area for prisoners. Only people with access to security can enter. It&#039;s still possible for normal crewmembers to view the cells through the windows behind them. As the windows are electrified, though, they&#039;re not a valid means of entry unless the person happens to have insulated gloves.&lt;br /&gt;
&lt;br /&gt;
The brig also has blast doors in all of the windows, as well as the halls into the cells. There&#039;s a button to drop them in the warden&#039;s office and your office.&lt;br /&gt;
&lt;br /&gt;
Prisoners may try to flee, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to then release from the bed and cuffs if they aren&#039;t dangerous). And, &#039;&#039;&#039;SET A TIME TO THE TIMER&#039;&#039;&#039; (the door won&#039;t lock unless you do this). Make sure to [[Corporate Regulations|keep the time to the crime]].&lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner has been deemed too dangerous to release, they can be kept in one of the secure holding cells.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As Head of Security, you coordinate your actions with the captain, the other heads of staff, and your officers. You will often work with Medical, when a crime results in injury, when a prisoner is hurt, or when a patient is violent. When a criminal damages station infrastructure, you will work with Engineering to determine what happened and whether it&#039;s safe for your officers to investigate. Supply and Research can get you high-powered weapons if you need them. And do try to keep the janitor from thoughtlessly cleaning up the evidence.&lt;br /&gt;
&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 486091&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=14120</id>
		<title>Security Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=14120"/>
		<updated>2023-10-20T00:03:53Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: Removed Security Medic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=Introduction=&lt;br /&gt;
This document is to serve as a set of guidelines, references and suggestion on how to handle common on station situations that you will be faced with as security and the expectations and limitations of each security role, it can not reasonably go over every specific interaction or situations that may appear so you are expected to use your best judgment when engaging with them.However; as opposed to previous variations of security policy, this one will be a stark-difference compared to the previous, with security finally adopting their neglected title of: &#039;&#039;&#039;Peacekeeper&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
For better or worse, this document will lay out a change of expectations both in the game-loop and overall OOC experience of security; most changes here are levied in order to allow security to choose when and where to intervene in an ICly coherent manner without being relegated to valid-police.&lt;br /&gt;
&lt;br /&gt;
== What is a Peacekeeper? ==&lt;br /&gt;
Simply speaking, security’s long-held but never-adopted title of ‘peacekeeper’ will be exactly as the definition above explains: their main priority will be mediation of most less-serious crimes between parties in conflict rather than strict regulation enforcement. This is to say that security is envisioned going forward to be more focused on maintaining a baseline of ‘peace’ over making sure an assistant serves his corporation-regulation-specific 5 minute brig sentence for stealing a pen.&lt;br /&gt;
&lt;br /&gt;
=== What does this mean in a literal sense? ===&lt;br /&gt;
Plainly, it means they will no longer be expected or required to end every situation with a brig timer or a fine; for crimes of 2xx and under, security should &lt;br /&gt;
&lt;br /&gt;
# Not be pursuing them without a direct complaint from an interested party&lt;br /&gt;
# First try to work out ‘alternative punishments’ (as requested by the injured party.&lt;br /&gt;
&lt;br /&gt;
Security may intervene in crimes of 2xx severity or above for the purposes of stopping them if seen, but should then seek charges before proceeding to actual sentencing. Crimes of 4-5xx severity and greater demand security to respond if aware. Elsewise, security is given the leeway to deem something of so little importance to themselves they’d rather not intervene; or even let the crew ‘settle the dispute internally.’&lt;br /&gt;
&lt;br /&gt;
=== Conflict Resolution ===&lt;br /&gt;
What is conflict resolution? As an Officer, you are allowed to reasonably use your discretion to opt for the best resolution to an issue. While brig sentences are there, you also have the ability to work with parties related to incidents to seek the best conciliation to what happened. Someone breaking into the kitchen might have you working with the Chef to arrange the trespasser paying the cooks for their groceries; elsewhere, someone smashing up Cargo&#039;s autolathe could have you simply making sure the person fixes it at the Cargo team&#039;s bequest. For lesser crimes, the remedy pursued should ideally be one that satisfies the injured party and addresses the problem at the root of the behavior: these alternative punishments (APs) will very often not be meaningless brig time nor a fee paid into the meaningless pockets of security&lt;br /&gt;
&lt;br /&gt;
(unless they can pay you enough to look the other way. hint hint wink wink)&lt;br /&gt;
&lt;br /&gt;
=The Security Guiding Principles - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC &amp;lt;/span&amp;gt; =&lt;br /&gt;
#Remember to use the Combat Indicator, often referred to as the “CI”, as security you will find yourself engaging in mechanics more often than the average crewmate so having a solid understanding of when to use the CI is a must! Mistakes do happen but consistent failure to properly use the CI can and will result in a ban.&lt;br /&gt;
#You are expected to follow Corporate Regulations when feasible, though it can be skirted around if the other player is willing to play along with it, use it as a tool to generate RP not shut it down. For drastic actions that the Corporate Regulations do not prescribe, such as forced borging or hardcore torture (currently hardcore torture constitutes actions such as intense physical abuse (ex: excessive breaking of limbs), the usage of drugs or similar.), you need to acquire OOC consent.&lt;br /&gt;
#Antagonists are an essential part of the round, they are the main conductors of this train, the driving force of the chapter that is the round so work together with them to create an interesting story. Don’t focus on catching them just for the sake of “winning” and try to avoid long sentences for cooperative and/or non-violent antagonists.&lt;br /&gt;
#Be aware of the meta protection placed around antag items, unless specified otherwise in antag policy (ex: contractors). Generally speaking, if it’s non-obvious and/or disguised then you can’t recognise that item. For example: you can easily recognise an e-bow but you will not be able to recognise that something is a chameleon item until you see it being used to change its appearance.&lt;br /&gt;
#The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
#If you come across non-crew, check their special modifier [https://wiki.skyrat13.space/w/index.php/Corporate_Regulations#Special_Situations_and_Modifiers here]&lt;br /&gt;
#If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, if you want to contest it do so through RP. Present your case to a Lawyer, the HoP or even the Captain, do not make it your goal to fight and assault the HoS or Captain for demoting you.&lt;br /&gt;
#Crew life is valuable and you are expected to take the actions that will put the crew in the least amount of danger when dealing with threats.&lt;br /&gt;
#Being given the green light for lethals does &#039;&#039;&#039;not&#039;&#039;&#039; give you the permission to field execute someone. The fight ends when they enter crit and you should do your best to make sure they do not die in transit.&lt;br /&gt;
#You can roleplay as a corrupt security member, you can roleplay as a bully but do so with the goal to create interesting conflict for all involved, not shut down roleplay or create a toxic environment. You are not to ignore antagonistic behaviour that is a &amp;lt;u&amp;gt;threat to the station&amp;lt;/u&amp;gt;. It’s fine to take a bribe from someone who stole some medical tools or got into a fist fight, but for major crimes or higher you should avoid taking bribes or letting them free.&lt;br /&gt;
#ERP is allowed as security as long as you are not needed. Follow the alert policy:&lt;br /&gt;
#You are not to preemptively secure items / take precautionary measures that only are done for the sake of preventing antagonistic actions.   This includes things such as :    Securing the sec gear in checkpoints at roundstart.    Securing high-risk items for no reasons (unless they&#039;re your job equipment).   Securing objectives like the AI boards and such.&lt;br /&gt;
#From the publishing of this document, crimes involving department personnel should be brought to the relevant head first, in order to negotiate the best outcome for both security( or ‘the station’), and the department at hand, hopefully, with minimal security interference. (unless the crime suspected, is 3xx or above, at which case, treat as a ‘severe crime.’)&lt;br /&gt;
#&#039;&#039;&#039;Permanent Mechanical State:&#039;&#039;&#039; you&#039;re looking for [https://wiki.skyrat13.tk/w/index.php/Antagonist_Policy#Permanent_Mechanical_State this]&lt;br /&gt;
&lt;br /&gt;
=Procedures=&lt;br /&gt;
&lt;br /&gt;
== Assess - &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt; Semi-IC &amp;lt;/span&amp;gt; ==&lt;br /&gt;
When arriving on a scene, the first thing any officer should do is assess the situation, get an idea of what really happened past the initial report, and piece together a story in order to figure out what your next move should be.&lt;br /&gt;
&lt;br /&gt;
* Question, interrogate, or elsewise ask witnesses about the events, find out which actions overlap between stories, while also making sure the physical evidence (damage to suspects, items at the scene) line up with stories, don’t be afraid to call them out, or, better yet, bring the detective over to ‘get the story straight.’&lt;br /&gt;
* After you have an idea of how the events played out, figure out the best course of action to minimize conflict, and return everything to working order, be it forcing the suspect to pay reparations, administering ‘disciplinary action’, dragging one of them off to the brig, or elsewise, resolving the situation is a tact and resolute manner.&lt;br /&gt;
* Depending on the severity it can either be handled on the spot or they can be taken into the brig for questioning or to be processed (keep in mind the ten minute time limit on any person involved if you do not have charges to press.)&lt;br /&gt;
* Judge the crime in question: &lt;br /&gt;
** For 1xx crimes, ensure you have a complainant who wishes to press charges and find out their desired remedy; contact the relevant department head (or a lawyer/HOP/Corporate Representative if they’re ‘civilians’) before engaging in any corrective behavior. &lt;br /&gt;
** For crimes of 2xx or greater severity, you may intervene to stop the crime in progress without a complainant. To sentence for crimes of a maximum of 2xx severity, you must then seek someone to press charges (assuming that security itself or its members are not an injured party;) you should inform the relevant department head (or lawyer/HOP/Corporate Representative for ‘civilians’) as soon as possible after stabilizing the situation. 3xx crimes or above do /not/ require anyone to press charges. &lt;br /&gt;
** For 4xx and above (‘severe crimes,’ or felonies,) any such situation should be met with detention of everyone involved and relocation to the brig (as well as contacting both the relevant head(s) and a lawyer, if available, or the HOP//Corporate Representative/Captain if none is.) If aware of a situation in which one of these crimes is ongoing or has been committed, you are obliged to act.&lt;br /&gt;
&lt;br /&gt;
==Arrests -  &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt; Semi-IC &amp;lt;/span&amp;gt;==&lt;br /&gt;
 Arrests often happen either on the spot as someone is seen engaging in a crime or reported and an officer responds in a timely manner, or when enough evidence of crime is gathered by security to set an arrest status on someone. While the former does not require an individual to be set to arrest, the procedure is mostly the same:&lt;br /&gt;
&lt;br /&gt;
* Go over their crimes and explain to them why they are being arrested.&lt;br /&gt;
* Depending on the severity it can either be handled on the spot or they can be taken into the brig for questioning or to be processed.&lt;br /&gt;
* If they’re a department worker, especially if they’re within their department, contact the relevant head before making any moves; whenever possible, seek the head of security to make this contact to avoid departmental conflict on a larger scale.&lt;br /&gt;
&lt;br /&gt;
If at any point they have shown that they will run away or skip to mechanics when officers hail them, you may skip those steps and go straight for arresting them; however, use your better judgment, as sometimes it’s be better to let someone off the rope for a moment than cause the entire engineering department to rise up against you by chasing for the sake of the chase.&lt;br /&gt;
&lt;br /&gt;
==Brig Procedures - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC &amp;lt;/span&amp;gt;==&lt;br /&gt;
The suspect is to be brought to the brig cuffed, if needed, and in a stable condition, make sure that they are not bleeding out while you drag them! Notify either the Head of Security or the Warden depending on availability and place them into a holding cell where you will check their personal belongings, go over their crimes, add them to their record if needed and either release them or process them. &lt;br /&gt;
&lt;br /&gt;
* You may keep them without charging them for up to 10 minutes, time spent &#039;&#039;&#039;in the brig&#039;&#039;&#039;, (or detained if it took a particularly long time to get back) must be subtracted from their sentence, in order to go over their belongings for contraband, try to get a brief interrogation or clear charges up with the other security members, but if you fail to charge them within those 10 minutes you must release them. &lt;br /&gt;
* If you are planning on a longer interrogation, you must do so while their timer is running and you can not keep them longer than their sentence unless you have clear OOC consent that they want to continue the long RP scene.&lt;br /&gt;
&lt;br /&gt;
If the crimes total to more than &#039;&#039;&#039;10 minutes&#039;&#039;&#039;, they are to be sent into gen-pop, if it’s less than &#039;&#039;&#039;10 minutes&#039;&#039;&#039; they are to be placed into an available (front)cell and their personal belongings in its respective locker, non-violent prisoners are to be uncuffed.&lt;br /&gt;
&lt;br /&gt;
*  Remember, all items that can not be classified as contraband or evidence are to be returned to the person upon release.&lt;br /&gt;
&lt;br /&gt;
All prisoners and detainees are entitled to the communication devices they have on arrest pending a search to confirm that they are not evidence or accessories to the crimes they have committed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; While the Warden is the main person in charge of the brig and the prisoners that does not mean that they are the only person who process arrested individuals, make sure to help them out if tasks are piling up on them.&lt;br /&gt;
&lt;br /&gt;
==Prison Procedures - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC &amp;lt;/span&amp;gt;==&lt;br /&gt;
In the case of a sentence that is longer than 10 minutes a prisoner will be processed for GENPOP, our system of managing long term sentences by using permabrig and timed lockers. The steps for processing a prisoner into prison, either for a long sentence or a permanent one are:&lt;br /&gt;
&lt;br /&gt;
* Escorting the prisoner to the prison lockers and removing from them all items. Contraband and evidence will go to their respective lockers, personal items to the personal locker of the prisoner, with the exception of items of significant religious or personal importance.  Do not remove their clothes unless they are a martial artist and it is not safe to leave them uncuffed. Return any communications devices to which they have not lost access after a search for contraband or material evidence; if they have illicit headset access, remove the illegal keys and return those to which they still have a right.&lt;br /&gt;
* Use the locker interface to be given a prison ID card and jumpsuit for the prisoner. Enter their name, crime(s) and duration.&lt;br /&gt;
* Allow them to change either in a changing room or a cell room, put their clothes in their prisoner locker.&lt;br /&gt;
* Upon release make sure that their items are returned to them.&lt;br /&gt;
&lt;br /&gt;
If you are handling a violent martial artist and they have assaulted security staff during their incarceration you may ask the Head of Security or Captain for permission to pacify them via surgery. Remember simply having martial arts knowledge is not a crime nor is it punishable via pacification, assaulting people and using it as a tool to break out is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 1:&#039;&#039;&#039; Sometimes due to PRs or map resets the timed prisoner lockers are not available so it is recommended to either set a cell timer up to remind you of the sentence or keep track of time through something like an alarm on your phone, you can just do it by clock but it&#039;s likely you&#039;ll forget if things become hectic.      &lt;br /&gt;
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==Executions - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC &amp;lt;/span&amp;gt;==&lt;br /&gt;
Before an execution can be carried out it must be approved by the Captain and Head of Security. If both undeniable evidence and proper authorisation is acquired, security may opt in to execute the person via lethal injection, electric chair or firing squad in the execution room. With the exception of terminating Unknown Biological Entities (ex: changelings), outside of extraordinary circumstances when it is not possible to do so, all executions are to be done through the above mentioned methods otherwise the ones who authorized and carried out the execution will face IC consequences or, in very extreme cases OOC consequences as well. For more details, consult [[Corporate Regulations]].&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Declaring someone as &#039;&#039;&#039;D&#039;&#039;&#039;o &#039;&#039;&#039;N&#039;&#039;&#039;ot &#039;&#039;&#039;R&#039;&#039;&#039;evive is considered posthumous authorisation of an execution and requires the same authorisation as an execution.&lt;br /&gt;
&lt;br /&gt;
==Hostage Situations - &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt; Semi-IC &amp;lt;/span&amp;gt;==&lt;br /&gt;
When dealing with a situation that involves hostages you are expected to first and foremost value the life of the crew, &#039;&#039;&#039;do not endanger the hostages just for the sake of catching a valid&#039;&#039;&#039;. Unless proven to be unable to do so, always assume that the hostage taker is able to and will follow up on their threats to kill or maim the hostages so approach with caution, engage with their demands, see what’s reasonable and can be arranged and try to work with them. If it’s not certain that there will be no crew casualties it’s advised that you negotiate until a dead end is met.&lt;br /&gt;
&lt;br /&gt;
==Implant Searches - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC &amp;lt;/span&amp;gt;==&lt;br /&gt;
Security may find itself in situations where they suspect a captured agent of using implants, which may require an implant search, which can be done in either the brig infirmary or the medbay by a doctor depending on availability and risk of escape. Currently, security has metaknowledge on the following implant types:&lt;br /&gt;
&lt;br /&gt;
* Deadman switches, such as micro and macro bomb implants&lt;br /&gt;
* Micro EMP devices&lt;br /&gt;
* Micro Stealth Devices&lt;br /&gt;
* Micro cuff busting devices&lt;br /&gt;
&lt;br /&gt;
==Riot Control - &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt; Semi-IC &amp;lt;/span&amp;gt;==&lt;br /&gt;
For an event to be considered a riot, 3 or more individuals must be disturbing the peace through violence, disorder or terror to the public. Riots may happen for many reasons, ranging from crew being unhappy with their conditions or leadership, an on station movement turning radical or even just a prisoner uprising.&lt;br /&gt;
&lt;br /&gt;
Once a riot situation has been reported, it is strongly advised that security regroups in the brig to ascertain the situation, determine the needed gear and form pairs. The Warden or Head of Security will be the one who decides how much gear is needed, though generally in cases of crowd control riot armour, tear gas, shields, non lethal long guns and flashbangs are often deployed, with a very strong recommendation against using lethal weapons.&lt;br /&gt;
&lt;br /&gt;
After the gear has been given out and the course of action decided, personnel are expected to head out in groups or pairs to avoid situations of being swarmed. Your goals should always be to break apart those crowds and non lethally detain individuals whenever possible so that the numbers may be thinned out slowly. Remember, if you feel like you risk being overwhelmed it is better to retreat and regroup than risk it!&lt;br /&gt;
&lt;br /&gt;
When the crowds have been dispersed and the instigators detained, it is expected to return riot equipment to the armory and move towards operating as usual, though it is still advised to be cautious as further incidents may happen.&lt;br /&gt;
&lt;br /&gt;
=Labour camp - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC &amp;lt;/span&amp;gt;=&lt;br /&gt;
The Labour Camp, sometimes referred to as Gulag, is an alternative punishment method that may allow for detainees to be released earlier through work. For a prisoner to be eligible for the labor camp they must be:&lt;br /&gt;
&lt;br /&gt;
* Willing, a prisoner has to either agree to the request or ask for labor camp&lt;br /&gt;
&lt;br /&gt;
* Exception: Crewmates that have been detained and charged 2 times or more or non-crew individuals do not have to consent to being sent to the labor camp, they can be forced into labor if the other 2 conditions are met.&lt;br /&gt;
&lt;br /&gt;
* Physically fit, a prisoner that is blind, paraplegic, too injured or suffers from any disability that would make mining too dangerous or hard can not be made to do labor. Consult a doctor if uncertain.&lt;br /&gt;
* Injected with a tracking implant or supervised by a member of security.&lt;br /&gt;
&lt;br /&gt;
Once those 3 conditions are met, the one sentencing them must convert their time into points via the labor camp console at a conversion rate of 1 minute for 100 points, with a minimum of 5 minutes. Prisoners are to be sent down to the camp via the provided teleporter next to the console.&lt;br /&gt;
&lt;br /&gt;
With prisoners in the labor camp, security is expected to monitor their well being and make sure that they are not in too much risk while mining and medical help is given as needed.&lt;br /&gt;
&lt;br /&gt;
=Use of Force - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC &amp;lt;/span&amp;gt;=&lt;br /&gt;
As a member of security you have access to strong non-lethal gear for taking down foes and troublemakers alike, but there are times when using them would simply be ineffective and you have to resort to lethals. Remember, permission to use lethals is not permission to field execute and you should try your best to stabilize the foe after they enter critical condition.&lt;br /&gt;
&lt;br /&gt;
      The situations when lethal force is allowed can be:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code amber or above&#039;&#039;&#039;: Security may use lethals in situations that warrant a code amber or higher, which include but are not limited to: mutinies, hostile boarding parties, unknown biological entities. Note: The code does not have to mechanically be raised to amber alert or higher as the chain of command may be too damaged or otherwise occupied to do so.&lt;br /&gt;
* &#039;&#039;&#039;Non-Lethal Weapons are ineffective&#039;&#039;&#039;: Hostile that can not be non-lethally detained such as hulks, mechs or people who are constantly using drugs or other tools for immunity to stamina damage or knockdown may be engaged with lethal weapons but remember, once incapacitated they are to be cuffed and stabilised, not field executed.&lt;br /&gt;
* &#039;&#039;&#039;Armed and dangerous&#039;&#039;&#039;: If a suspect is in possession of weapons, lethal or non-lethal, and there is reasonable suspicion to believe that they will be used against security, or crew, lethal force is permitted.&lt;br /&gt;
* &#039;&#039;&#039;Severe Personal Risk&#039;&#039;&#039;: There are situations when approaching a hostile for non-lethal takedowns would be too dangerous for officers meaning that ranged lethal force is the only option. Some of those situations may be: people in hostile environments (ex: space, an ongoing fire), people infected with deadly disease, people confirmed to be in possession of explosives or similar instruments. Evaluate the risk based on the situation at hand and remember, if you are in doubt it’s better to be less severe than needed than more.&lt;br /&gt;
* &#039;&#039;&#039;Multiple Hostiles&#039;&#039;&#039;: It can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your gear in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
        Remember, these are all guidelines and not a substitute for context and decision making, you may find yourself in situations that are not listed here but require lethal force or the opposite, use your best judgment; consider the following table as a reasonable progression for addressing most situations where you seek to stop somebody, compel them, or defend yourself.&lt;br /&gt;
&lt;br /&gt;
[[File:Sec chart.png|center|thumb|669x669px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Security Roles and Expectations - &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt; Semi-IC &amp;lt;/span&amp;gt;=&lt;br /&gt;
Before we go into the roles themselves we should first mention the security hierarchy at large, which is rather simple:&lt;br /&gt;
*[[Captain]]&lt;br /&gt;
*[[Head of Security]]&lt;br /&gt;
*[[Warden]]&lt;br /&gt;
*[[Detective]]s* &amp;lt;sup&amp;gt;See their respective policy for further details&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[Security Officer]]s&lt;br /&gt;
*[[Corrections Officer|Correction Officers]]&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hos.png|link=Head of Security]] [[Head of Security]]===&lt;br /&gt;
*Determine the correct amount of force needed for situations.&lt;br /&gt;
*Inform the [[Captain]] and Command of current security issues so that the station may raise or lower to the appropriate level.&lt;br /&gt;
*Keep in contact and with an open line of communication with other heads of staff, specifically, with regards to any developing situations in regards to their departments.&lt;br /&gt;
*Watch over the members of your department and make sure that [[Corporate Regulations]] are being followed and that your department does not step out of line.&lt;br /&gt;
*Be on stand-by for if you’re needed as a negotiator(between departments) for developed situations, and remember; first-and-foremost, returning ‘peace’ is the priority above all-else, after all, brigging a doctor over punching an assistant isn’t worth causing a department to refuse service to yours.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic warden.png|link=Warden]] [[Warden]]===&lt;br /&gt;
*Protect the brig and armory from [[Traitor|intruders]].&lt;br /&gt;
*Make sure that [[#Brig_Procedures|brigging procedure]] is being followed.&lt;br /&gt;
*Make sure that wanted people have charges set to them, double-check any timing modifications to sentences..&lt;br /&gt;
*Organize and manage the free orders from your cargo console so that security is adequately stocked.&lt;br /&gt;
*Ensure that [[Security Officer|officers]] have sufficient and appropriate gear for the task at hand.&lt;br /&gt;
*Store and maintain all [[Contraband|contraband]] that is brought in.&lt;br /&gt;
*Make sure that released detainees are given their items back and that evidence that is no longer needed is returned to the owners or disposed of.&lt;br /&gt;
*Keep an eye on the [[prisoner|prisoners.]]&lt;br /&gt;
*You may carry a Long Gun/Primary weapon only while inside the brig regardless of alert level, you are still encouraged to use non-lethal tools.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic security.png|link=Security Officer]] [[Security Officer|Peacekeeper]]===&lt;br /&gt;
*Keep the peace under the guidance of the [[Head of Security|HoS]], use [[Corporate Regulations]] to resolve peace-disrupting behavior when brought to you or severe enough to warrant it.&lt;br /&gt;
*Patrol the station to make sure that the crew is not at risk.&lt;br /&gt;
*Handle cases as you are instructed to by your superiors.&lt;br /&gt;
*Detain criminals, collect fines, and administer ‘corrective behavior.’&lt;br /&gt;
*De-escalate situations to the best of your ability&lt;br /&gt;
*Maintain the safety, comfort, and elsewise, productivity of departments to the best of your abilities.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic detective.png|link=Detective]] [[Detective]]===&lt;br /&gt;
*&#039;&#039;&#039;Regardless of what alternative title you choose to use you are still a member of security and subordinate to the [[Head of Security]]&#039;&#039;&#039;&lt;br /&gt;
*Lead investigations of crime scenes and suspects&lt;br /&gt;
*Interrogate witnesses and suspects&lt;br /&gt;
*Provide officers with relevant information on cases&lt;br /&gt;
*Submit and sort evidence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; As a detective you will always have authority over an officer when it comes to how a crime scene or interrogation should be handled, and officers should always defer to you for information first. Outside of information gathering you still do not have any authority over officers when it comes to dispatching and giving them orders and you still do not handle arrests personally outside of cases of low man power or high alert.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic Corrections officer.png|link=Corrections Officer]] [[Corrections Officer]]===&lt;br /&gt;
*Keep the [[prisoner]]s in line, make sure they are not being a harm to others or themselves.&lt;br /&gt;
*Fulfill reasonable requests or exchanges the prisoners may have for items, but remember that you are not under any obligation to accept them.&lt;br /&gt;
*Report any incidents, destruction, and intrusions within perma to the [[Warden]] or [[Head of Security|HoS]].&lt;br /&gt;
*Aid new criminals in acclimation to perma, process current prisoners for parole if requested and approved.&lt;br /&gt;
&lt;br /&gt;
Being a [[Corrections Officer]] isn&#039;t a license to start beating prisoners and make their life hell or an obligation to act as the prison butler. Remember, even though you are a member of security you are not an officer so unless you are in extraordinary circumstances, such as low security numbers or all hands on deck situations, you do not handle arrests and you should only be leaving the brig with approval from the [[Warden]].&lt;br /&gt;
&lt;br /&gt;
=Security Adjacent Jobs=&lt;br /&gt;
Some jobs will find themselves interacting with security so they will be covered here as “security adjacent jobs”, the main focus being on how they interact with the department. Remember, the listed roles here are placed in their own separate category and outside of the security hierarchy because they are &#039;&#039;&#039;not&#039;&#039;&#039; members of security, regardless of their access to the brig or security comms.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic Blueshield.png|link=Blueshield]] [[Blueshield]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; This section only covers the Blueshield in relation to security, for a complete blueshield policy consult with [[Command Policy]]&lt;br /&gt;
&lt;br /&gt;
The Blueshield is a prestigious role, one that is held with high regard. They are personally trained agents of central command, but what they are not, is part of security. Although they bear a mindshield, have brig access, gear and sec communications, they are in no way part of the station’s security team. They should not act as though they are part of security, nor should security act as though the Blueshield is an asset for security to use. Their one and only goal is to keep the station’s most valuable assets safe.&lt;br /&gt;
&lt;br /&gt;
Your interactions as sec will be limited with the Blueshield, but from time to time you may run into them for a few specific scenarios. When a Blueshield happens to detain an individual who has threatened their charge, they will more than likely hand off the arrest into sec hands. Their job isn’t to process criminals, only to make sure criminals stay away from command. In addition, they will become involved in any issues that involve a member of command staff, be it for an arrest, or in recovery of a downed or killed command member.&lt;br /&gt;
&lt;br /&gt;
===[[File:Departmental guards.gif|link=Departmental Guards]] [[Departmental Guards]]===&lt;br /&gt;
Departmental Guards are a relatively new addition to each department that act as an independent guard from security, with the main goal of keeping their assigned area and it’s employees safe. They are &#039;&#039;&#039;not&#039;&#039;&#039; members of security and they do &#039;&#039;&#039;not&#039;&#039;&#039; answer to the Head of Security, they are subordinate to the department and its head.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, they answer directly to the head of their respective department, taking orders from and deferring to their judgment when appropriate. That said, it is important to remember that outside of the science and engineering guard, you are not hired by not nanotrasen in general, else-wise you are not required to follow illegal instructions unless your character would, at the end of the day you are not their minion.&lt;br /&gt;
&lt;br /&gt;
Your duties as a guard are as follows:&lt;br /&gt;
&lt;br /&gt;
*Remove or detain trespassers and disruptive individuals from the department.&lt;br /&gt;
*Report those mentioned above to security or hand them in if you detained them.&lt;br /&gt;
*Ensure that the members of the department are safe and in good health.&lt;br /&gt;
*Respond to calls from your respective head or department members.&lt;br /&gt;
*Use your limited knowledge to aid the department in case of emergency (you are not there to replace any of them as you lack that level of skill).&lt;br /&gt;
*Act in stead of your department to press charges against people threatening the productivity or safety of said department.&lt;br /&gt;
&lt;br /&gt;
While you may not be a doctor, a scientist, etc… you can still have basic knowledge on how to operate within that department, such as orderlies giving first aid, science guards pushing buttons on the research console, so on and so forth; but keep in mind that your main duty is protecting!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Reminders:&#039;&#039;&#039;&lt;br /&gt;
*You are given a baton, cuffs and a holding cell for troublemakers caught &#039;&#039;&#039;within&#039;&#039;&#039; your department, you are not intended to give chase outside of it and as of writing this your special baton is made to optimally function within your assigned department.&lt;br /&gt;
*You are given a gun permit for a good reason, because you are capable, and encouraged to arm yourself; just as the crew and security can, however, you should &#039;&#039;&#039;operate under a concept of concealment&#039;&#039;&#039;, after-all, it’s not a good show for dep-guards to be flexing their rifles on green.&lt;br /&gt;
&lt;br /&gt;
=Alert Levels - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; OOC &amp;lt;/span&amp;gt;=&lt;br /&gt;
===Green Alert===&lt;br /&gt;
All clear - No crimes / Active situations&lt;br /&gt;
*Handguns(pistols, etc) are permitted for officers to carry within their belt; however, rifles, shotguns, or elsewise are not.&lt;br /&gt;
*Security are not to have &#039;Combat Mutations&#039; [https://wiki.skyrat13.space/w/index.php/Contraband#Exemptions_and_specific_details (see here)], but can request most of the others with permission from a geneticist/RD/Captain. (Mind reading and Transcendent Olfaction should be reserved for detectives as it is most relevant to their job and job identity and to keep a fair playground for stealth crime.)&lt;br /&gt;
*Security may not have &#039;combat implants&#039; [https://wiki.skyrat13.space/w/index.php/Contraband#Exemptions_and_specific_details (see here)] without direction permission of the RD, and a situation justifying it. (wide-scale riots, changeling on the run, etc)&lt;br /&gt;
*Officers may request MCR-01 rifles to personally modify, though they may not carry them outside the brig.&lt;br /&gt;
*Security may patrol the station.&lt;br /&gt;
*Security must have explicit permission from the relevant head before entering the department for anything relating to their duties, outside of immediate risk-of-life.&lt;br /&gt;
*Crew may freely roam the hallways.&lt;br /&gt;
*You can take breaks at will, though it is advised that you let others know via the radio.&lt;br /&gt;
*Crew may not be searched unless they are caught engaging in crime or there is Probable Cause*.&lt;br /&gt;
*Arrests or corrective actions within departments, or regarding members of a department, for crimes 2xx and below, require first contacting the head of that department or (in the instance a head is unavailable or they lack a department,) contacting a lawyer, the HoP, or Corporate Representative.&lt;br /&gt;
*The Warden may carry a Long Gun/Primary weapon only while inside the brig or prison.&lt;br /&gt;
*Security can request Gygax/Durands.&lt;br /&gt;
&amp;lt;sub&amp;gt;*Evidence, facts and circumstances which would lead a cautious and prudent person to believe a crime has been, is being or is about to be committed.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blue Alert===&lt;br /&gt;
Suspicious activity such as break ins or theft that may constitute a 2xx or lower.&lt;br /&gt;
&lt;br /&gt;
*Long guns/primaries[*] loaded with non-lethal ammunition, and energy guns capable of dual-mode (lethal, non-lethal) firemodes may be deployed.&lt;br /&gt;
*Security may search people with approval from their relevant department head, or elsewise, the Captain.&lt;br /&gt;
*You can take a break or continue it, but you are expected to be able to respond if called upon.&lt;br /&gt;
&amp;lt;sub&amp;gt;* SMART guns, CMGs, shotguns with non-lethal/less than lethal shells, etc…&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Amber Alert===&lt;br /&gt;
Active 3xx crimes, or situations, elsewise: least 1 confirmed active hostile with no recorded bombings, ongoing grand sabotage or at least one confirmed grand theft.&lt;br /&gt;
&lt;br /&gt;
*Security personnel may be equipped with lethal primaries.&lt;br /&gt;
*Riot or Bulletproof gear may be handed out depending on the threat.&lt;br /&gt;
&lt;br /&gt;
*The HoS or Warden may distribute additional gear as needed.&lt;br /&gt;
*Security is authorized to do random searches and grid searches to places outside of a department, without informing anyone. However, when entering a department, if you are able to do so and are not currently engaged in a chase, please inform the department head of your entry.&lt;br /&gt;
*You are expected to drop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
===Red Alert===&lt;br /&gt;
4xx or above crimes have been committed, and the perpetrator is not currently in custody.&lt;br /&gt;
&lt;br /&gt;
*The armory may be fully opened.&lt;br /&gt;
*All security gear may be deployed.&lt;br /&gt;
*Crew must submit to any search requested by a security member.&lt;br /&gt;
*Security may get combat implants/ mutations for any reason. (They do not need to be removed if the alert lowers again)&lt;br /&gt;
*Security can enter, passthrough, or raid departments without contacting the appropriate head and arrest any crew member deemed a threat to the station.&lt;br /&gt;
*Security may requisition Savannah Ivanovs, or Phazons.&lt;br /&gt;
*Crew are fully-permitted to both arm themselves and defend their departments.&lt;br /&gt;
&lt;br /&gt;
===Delta Alert===&lt;br /&gt;
The destruction of the station is imminent and the threat must be stopped at all costs.&lt;br /&gt;
&lt;br /&gt;
*Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
===Gamma Alert===&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=ZE04tUenO8s May God save the station, for only They alone can.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Contraband =&lt;br /&gt;
(this is here for the redirect from contraband policy)&lt;br /&gt;
&lt;br /&gt;
but barring picking it up mid-fight, security shouldn&#039;t be using contraband personally, unless the alert is &#039;&#039;&#039;DELTA.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Blueshield&amp;diff=14116</id>
		<title>Blueshield</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Blueshield&amp;diff=14116"/>
		<updated>2023-10-18T19:33:35Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: /* Oh God, the Captain Just Got Stabbed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 265473&lt;br /&gt;
 |hcolour = #FFB300&lt;br /&gt;
 |bcolour = 265473&lt;br /&gt;
 |bhcolour = #FFB300&lt;br /&gt;
 |ebcolour = 265473&lt;br /&gt;
 |img = Generic_Blueshield.png&lt;br /&gt;
 |stafftype = COMMAND&lt;br /&gt;
 |jobtitle = Blueshield&lt;br /&gt;
 |access = Captain Access, Command Access, Basic Departmental Access&lt;br /&gt;
 |difficulty = Medium / Hard&lt;br /&gt;
 |superior = CENTCOM Commanders&lt;br /&gt;
 |duties = Protect the head&#039;s lives with your own, ignore security issues to babysit the heads, brutalize anyone who gets in your way.&lt;br /&gt;
 |guides = N/A&lt;br /&gt;
 |requirements = Support security by keeping an eye on all the heads of staff, remain loyal to corporate, keep the heads from getting themselves kidnapped, or worse, and don&#039;t get your items stolen.}}{{Blueshield}}&lt;br /&gt;
&#039;&#039;&#039;Remember, you are NOT security. Your only duty is to protect heads. Do not go around arresting criminals or doing justice, the only security matters in which you may be involved are those related to the heads you protect.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Blueshieldoffice.PNG|thumb|alt=Blueshield Office|[[Blueshield Office|Your personal office and quarters]]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You are the Blueshield, a bodyguard from CC of any and all Heads of Departments. Do your best to not let them come to harm under any circumstance, regardless of the rest of the station&#039;s situation or intent. Your authority is limited solely to the safety of the heads of the staff. This means that if you have reasonable suspicion that a head of staff is in an unsafe location, you can relocate them. &#039;&#039;&#039;Keep in mind that this does not make you immune to the consequences of these actions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Your equipment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You spawn with your own unique equipment, including a full security belt with handcuffs, flashbang, pepper spray, flash, and stun baton. In addition, your locker contains some useful items, including the blueshield combat kit, which has several medical items to stabilize a victim along with a special crew monitor tuned specifically to Heads of Staff suit sensors. In your locker is your primary weapon, though you can change that out to whatever suits you most within reason. Your ID gives you access to most command areas, the Captain&#039;s quarters, and basic access to most departments. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, your affiliation with CENTCOM gives you a special headset that includes Security, Command, and CENTCOM communications.&lt;br /&gt;
== [[File:NuclearDisk.gif]]Oh God, the Captain Just Got Stabbed ==&lt;br /&gt;
Your job is to protect every and all heads, with priority along the chain of command, with your life and any tools you have at your disposals. Stopping mutinies, preventing assassinations, and shoving the meek Head of &amp;lt;s&amp;gt;Catgirls&amp;lt;/s&amp;gt; Personnel to the ground during a heated firefight are only some of your duties.&lt;br /&gt;
&lt;br /&gt;
The priority of the chain of command is as follows.&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* RD and NTRep&lt;br /&gt;
* CMO, QM, CE, HOP&lt;br /&gt;
* HOS&lt;br /&gt;
&lt;br /&gt;
You are &#039;&#039;&#039;not&#039;&#039;&#039; a personal attack dog for the Captain, or any other heads. Your job is to protect the Heads of Staff, not carry out desires to hunt the mythical [[assistant|Grey man]]. Unless the station is actively under-threat by a [[Blob|unifying]] [[Nuclear Operative|force]], getting actively involved in Security affairs that don&#039;t affect Heads will likely cause the ire of Central Command. As well, following the HoS around as an excuse to validhunt anagonists will not be looked on favorably. TL;DR, don&#039;t Redshield.&lt;br /&gt;
&lt;br /&gt;
Keeping an eye on your current staff-to-be watched is always a good idea, as well as keeping in constant communication with other heads, and security for possible threats to &lt;br /&gt;
your employer&#039;s life. Leaving their side to hunt valids isn&#039;t a great idea, because while you&#039;re off brutalizing [[Traitor|a suspicious assistant in maint]], someone&#039;s stabbing the Research Director to death in their office.&lt;br /&gt;
&lt;br /&gt;
== Mutineers! No, the other kind == &lt;br /&gt;
&lt;br /&gt;
Problematic or disliked Heads are sadly a fact of life on the frontier, and you&#039;re often in the worst position of all - having to protect someone who&#039;s been demonized by the wider crew.&lt;br /&gt;
 &lt;br /&gt;
Even though a head might be being outright detrimental to the health of the station, or just being on the tail-end of a group loudly complaining, it&#039;s still your job as a Blueshield to protect and escort them to safety.&lt;br /&gt;
&lt;br /&gt;
While you&#039;re not required, or even encouraged to assist a head in their shenanigans, you are well within your rights to &#039;politely&#039; request they move somewhere safer, and restrain them if need be. Keeping someone safe is extremely easy if they&#039;re strapped to your back on a straight jacket, kicking their legs around non-harmfully.&lt;br /&gt;
&lt;br /&gt;
That is, unless the captain orders you to bring them in for &#039;endangering&#039; his or another&#039;s life. Then your hands are simply tied...&lt;br /&gt;
&lt;br /&gt;
==[[File:NTlogo.png|32px]] Those Kind Fellows From Corporate==&lt;br /&gt;
While you are required to protect every head, there may be times where the head of your station is so idiotic or rebellious that some Corporate Goons are sent to handle the situation. This is the one and only time your allegiances should change, as NT is the one &amp;lt;s&amp;gt;paying your bills&amp;lt;/s&amp;gt; you&#039;re ultimately loyal to. &lt;br /&gt;
&lt;br /&gt;
You&#039;re contract-bound to assist the deposition of any captain ordered by a CentCom Agent, or the CC Announcement system, especially if they&#039;re actively harming the station.&lt;br /&gt;
However, if no CC Officials come to stop your poor captain&#039;s fun, you&#039;re stuck along for the ride. Good luck.&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 265473&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Blob&amp;diff=14115</id>
		<title>Blob</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Blob&amp;diff=14115"/>
		<updated>2023-10-18T19:30:47Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 8B0000&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 8B0000&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 8B0000&lt;br /&gt;
 |img = Blob_core.gif&lt;br /&gt;
 |stafftype = ANTAGONIST &lt;br /&gt;
 |jobtitle = Blob&lt;br /&gt;
 |access = Anywhere you can eat your way into.&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = N/A&lt;br /&gt;
 |duties = Grow as large as possible&lt;br /&gt;
 |guides = This is the guide&lt;br /&gt;
}}{{Notice|Blob is disabled.}}{{Antag Dept header}}&lt;br /&gt;
&#039;&#039;&#039;Blob&#039;&#039;&#039; is a random event where a large blob infests the station and starts destroying everything its path, including hull, fixtures and creatures. The crew must destroy the blob to prevent it from destroying a pre-determined amount of the station, currently 400 tiles. Once the blob reaches critical mass, the blob has a minute or so to absolutely devour the station with its now insane spread rate and infinite resources. Only thing to do as crew at that point is to launch yourself to lavaland in an escape pod.&lt;br /&gt;
&lt;br /&gt;
==Mean Green Mother From Outer Space==&lt;br /&gt;
&lt;br /&gt;
In the blob game mode, players start off as blob overminds, who must find a secluded location to place their core. As the overmind, you can place the core with the &#039;Jump to Core&#039; button in the lower right, after a few minutes of preparation time.&lt;br /&gt;
&lt;br /&gt;
===OH SHIT I&#039;M A BLOB WHAT DO I DO===&lt;br /&gt;
&lt;br /&gt;
So you&#039;re a blob. Open the status tab. You have a minimum time of one minute before you can spawn, and a maximum time of 6 minutes until you will forcefully be spawned on your current location. You can move around freely and invisibly until you spawn. Try to find a secluded spot with no cameras. Also remember, nearby walls will automatically be destroyed the first few minutes from blob tiles created by your core. Talking normally will send a message to your blob hivemind channel. Your presence will be announced to the crew once you either reach a 75 tile size threshold or 10 minutes have passed since you spawned.&lt;br /&gt;
&lt;br /&gt;
===Positioning===&lt;br /&gt;
Positioning is extremely key to winning as a Blob. Improper positioning can result in you being barraged by emitters or quickly found and killed. Main hallways and maint areas too close to main hallways tend to be bad choices to burst in.&lt;br /&gt;
&lt;br /&gt;
You should go position yourself near the place you want your core. You have exact timers of how long you have until you can manually place your core and until the core will be automatically placed for you.&lt;br /&gt;
&lt;br /&gt;
You cannot move onto space or shuttles until your core is placed.&lt;br /&gt;
&lt;br /&gt;
The best place for your core is in an inaccessible area, decreasing the chance of being spotted and being contained. Think along the lines of good [[Xeno]] hiding spots. Public hallways are bad. Out-of-the-way places that require elevated access are good. Chokepoints are good. It can also be strategic to spawn in places that will cripple the crew once you destroy them, like telecomms or science.&lt;br /&gt;
&lt;br /&gt;
You cannot place your core on top of dense walls or objects, and if there is anyone nearby you will also be unable to place your core.&lt;br /&gt;
&lt;br /&gt;
Try not to place your core where it can be trivially shot from space. You can&#039;t easily get to people who are in space and hardsuits and EVA suits are easy to come by. Remember that lasers go through glass. Then remember that x-ray lasers go through walls.&lt;br /&gt;
&lt;br /&gt;
===Blob Chemicals===&lt;br /&gt;
&lt;br /&gt;
Blobs are made of chemicals. These affect the color of the blob tiles, blobbernauts and blob spores, as well as the effects of their their attacks (which count as [[Guide_to_chemistry#Reagent_Delivery|vapor]]). You start with a free chemical reroll, and get another after a few minutes of cooldown. Every time you reroll you get to choose between 5 randomly selected chemicals. These are the available chemicals you can get:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#F5FAEA;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;155px&#039;|Name&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;48px&#039;|Color&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;300px&#039;|Attack Effects (Blobbernauts deal 80%)&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;300px&#039;|Positive Effects&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;300px&#039;|Negative Effects&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Blazing Oil&lt;br /&gt;
|style=&#039;background-color:#B68D00&#039; |&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039; Brute Damage, &#039;&#039;&#039;20&#039;&#039;&#039; Burn Damage, Lights targets on Fire and makes them scream&lt;br /&gt;
|When hit with Burn Damage emits a Burst of Flame, Immune to Fire&lt;br /&gt;
|Weak to Water&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Cryogenic Poison&lt;br /&gt;
|style=&#039;background-color:#8BA6E9&#039; |&lt;br /&gt;
|&#039;&#039;&#039;10&#039;&#039;&#039; Brute Damage, Injects 7.5u [[Guide_to_food_and_drinks#Frost_Oil|frost oil]], 7.5u [[Guide_to_food_and_drinks#Ice|ice]], and also 7.5u of its own poison that deals 0.5 toxin, burn, and brute damage about every 2 seconds. &lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Debris Devourer&lt;br /&gt;
|style=&#039;background-color:#8B1000&#039; |&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039; Brute Damage?&lt;br /&gt;
|&lt;br /&gt;
* Absorbs items on tiles it moves onto. &lt;br /&gt;
* When attacking, has a chance to throw items at the target. &lt;br /&gt;
* Blobbernauts also have this ability. &lt;br /&gt;
* Spores explode with 3 random objects from the blob on death. &lt;br /&gt;
* Depending on a ratio of items collected to the size of the blob, grants a damage resistance which grows larger with more items, capped at 10.&lt;br /&gt;
|N/A&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Electromagnetic Web&lt;br /&gt;
|style=&#039;background-color:#83ECEC&#039; |&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039; Brute Damage, &#039;&#039;&#039;25&#039;&#039;&#039; Burn Damage, 20% chance to EMP Targets&lt;br /&gt;
|Causes EMP if killed by melee, bullets or lasers&lt;br /&gt;
|Takes &#039;&#039;&#039;25%&#039;&#039;&#039; More Burn Damage and Full Brute Damage&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Energized Jelly&lt;br /&gt;
|style=&#039;background-color:#EFD65A&#039; |&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039; Brute Damage, &#039;&#039;&#039;15&#039;&#039;&#039; Oxygen Damage, &#039;&#039;&#039;30&#039;&#039;&#039; Stamina Damage. Prevents Breathing for a few seconds. &lt;br /&gt;
|Immune to Tesla&lt;br /&gt;
|Takes Burn Damage from EMPs&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Explosive Lattice&lt;br /&gt;
|style=&#039;background-color:#8B2500&#039; |&lt;br /&gt;
|&#039;&#039;&#039;20&#039;&#039;&#039; Brute Damage to Target, &#039;&#039;&#039;10&#039;&#039;&#039; Brute Damage to Nearby Mobs&lt;br /&gt;
|Spores and zombies explode on death. Immune to Explosions. &lt;br /&gt;
|Takes &#039;&#039;&#039;50% &#039;&#039;&#039;More Damage from Fires and Tesla&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Networked Fibers&lt;br /&gt;
|style=&#039;background-color:#CDC0B0&#039; |&lt;br /&gt;
|&#039;&#039;&#039;20&#039;&#039;&#039; Brute Damage, &#039;&#039;&#039;15&#039;&#039;&#039; Burn Damage&lt;br /&gt;
|Can only expand manually (by clicking). Can only expand next to core or nodes. Manual expansion near your Core/node &#039;&#039;&#039;moves the core/code&#039;&#039;&#039; to that tile. Core regenerates health 2.5 times faster than other chemical types. Nodes and core produce extra resources instead of producing Blob Tiles. Remember you can alt+click on a blob tile to remove it, in case you get stuck. &lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Pressurized Slime&lt;br /&gt;
|style=&#039;background-color:#AAAABB&#039; |&lt;br /&gt;
|&#039;&#039;&#039;15&#039;&#039;&#039; Brute Damage, &#039;&#039;&#039;10&#039;&#039;&#039; Oxygen Damage, &#039;&#039;&#039;25&#039;&#039;&#039; Stamina Damage&lt;br /&gt;
|Releases water when hit or killed. Has 50% brute resistance. &lt;br /&gt;
|N/A&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Reactive Spines&lt;br /&gt;
|style=&#039;background-color:#9ACD32&#039; |&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039; Brute Damage, &#039;&#039;&#039;25&#039;&#039;&#039; Armor and Bio Resist-Ignoring Brute Damage&lt;br /&gt;
|Attacks nearby area when hit with melee attacks&lt;br /&gt;
|N/A&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Regenerative Materia&lt;br /&gt;
|style=&#039;background-color:#C8A5DC&#039; |&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039; Brute Damage, &#039;&#039;&#039;17.5&#039;&#039;&#039; Toxin Damage, Targets Appear Full Health, Injects Toxin&lt;br /&gt;
|Core regenerates health 10 times faster than normal and also generates 1 extra resource. &lt;br /&gt;
|N/A&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Replicating Foam&lt;br /&gt;
|style=&#039;background-color:#7B5A57&#039; |&lt;br /&gt;
|&#039;&#039;&#039;22.5&#039;&#039;&#039; Brute Damage&lt;br /&gt;
|Expands when burned but is not immune to fire, Chance of Bonus Expansion&lt;br /&gt;
|Takes Double Brute Damage&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Shifting Fragments&lt;br /&gt;
|style=&#039;background-color:#C8963C&#039; |&lt;br /&gt;
|&#039;&#039;&#039;22.5&#039;&#039;&#039; Brute Damage&lt;br /&gt;
|When damaged always swaps positions with a nearby blob&lt;br /&gt;
|N/A&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Synchronous Mesh&lt;br /&gt;
|style=&#039;background-color:#65ADA2&#039; |&lt;br /&gt;
|&#039;&#039;&#039;17.5 to 70&#039;&#039;&#039; Brute Damage Based on Nearby Blobs&lt;br /&gt;
|Spreads Damage Between Nearby Blobs&lt;br /&gt;
|Takes &#039;&#039;&#039;25%&#039;&#039;&#039; More Damage from Fire, Explosions, and Tesla; Damage spreading means that each killed blob tile will also end up with the tiles around it killed&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Distributed Neurons&lt;br /&gt;
|style=&#039;background-color:#E88D5D&#039; |&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039; Brute Damage, &#039;&#039;&#039;15&#039;&#039;&#039; Toxin Damage, Gains Zombie From unconscious humans at a 5 resource cost, Ghost controllable spores&lt;br /&gt;
|Sometimes produces Fragile Spores when killed. Ghosts can control factory-spawned spores. The spores will harvest sleeping/crit targets for 5-10 additional resources and a blob zombie. All strains can make blob zombies, but this one doesn&#039;t require them to be dead. (Used to be named Zombifying Pods)&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Surviving the first few minutes==&lt;br /&gt;
You build structures by hovering over a blob tile and clicking the HUD icon for that structure. You will get a fail message if that spot is not valid. There should be ONE thing on your mind, that being placing a Resource Blob close to your Core as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Then, create a Node Blob a short distance from your core and create another Resource Blob next to it. After you have two Resource Blobs, produce a Factory Blob, again preferably as close to your core as possible.&lt;br /&gt;
Once that is done, you should be able to defend against the crew reasonably well. Just keep producing nodes with resource blobs near them and you&#039;ll do fine.&lt;br /&gt;
&lt;br /&gt;
==Blob Powers==&lt;br /&gt;
Blobs attack and destroy the station by trying to place Normal Blobs on tiles, which destroys items and structures on the target tile, and applies chemical effects to humans and heavily damages other mobs, such as cyborgs. You can expand/attack manually by left-clicking the target or target tile, but this costs chemicals. Hemming in targets by placing Normal Blobs behind them before attacking is extremely effective.&lt;br /&gt;
&lt;br /&gt;
You, the Overmind, can also place special blob pieces or activate special functions and abilities. You must have enough Power to place those structures or activate those abilities, however.&lt;br /&gt;
&lt;br /&gt;
===Blob Buildings and Creatures===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#F5FAEA;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;50px&#039;|Appearance&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;90px&#039;|Name&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;125px&#039;|Production Cost&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;135px&#039;|Other Requirements&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;600px&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:blob_core.gif|64px|class=pixelart]]&lt;br /&gt;
|&#039;&#039;&#039;Blob Core&#039;&#039;&#039;&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|The core of a blob. &#039;&#039;&#039;Protect these at all costs.&#039;&#039;&#039; Pulses nearby Resource Blobs and Factory Blobs, activating their effects. As an Overmind, you can see the health of your core from the HUD; if it lowers, go there to defend it immediately.&lt;br /&gt;
|-&lt;br /&gt;
![[File:blob_normal.gif|64px|class=pixelart]]&lt;br /&gt;
|&#039;&#039;&#039;Normal Blob&#039;&#039;&#039;&lt;br /&gt;
|4 Resources&lt;br /&gt;
|Must be cardinally adjacent to another Blob of any type to place a blob&lt;br /&gt;
|A normal blob. Attempting to place one on a tile containing a dense object, or diagonally from another blob, will cause you to attack that tile, damaging mobs and structures. Attempting to expand into space is much less effective, having a high chance of failure. &#039;&#039;&#039;HOTKEY for placement is Left-Click.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:blob_shield.gif|64px|class=pixelart]]&lt;br /&gt;
|&#039;&#039;&#039;Strong Blob&#039;&#039;&#039;&lt;br /&gt;
|15 Resources&lt;br /&gt;
|Can only be placed on Normal Blob. &lt;br /&gt;
|Consumes a Normal Blob to place a strong and hard to kill blob that prevents atmospheric threats from passing and is immune to fire. &#039;&#039;&#039;HOTKEY for placement is Ctrl-Click.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Blob_reflector.gif|64px|class=pixelart]]&lt;br /&gt;
|&#039;&#039;&#039;Reflective Blob&#039;&#039;&#039;&lt;br /&gt;
|15 Resources&lt;br /&gt;
|Can only be placed on Strong Blob. &lt;br /&gt;
|Upgrades a Strong Blob into a Reflective Blob. Will reflect projectiles based on their ricochet chances. Shots from emitters or lasers will be typically bounced off. &#039;&#039;&#039;HOTKEY for placement is Ctrl-Click.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:blob_resource.gif|64px|class=pixelart]]&lt;br /&gt;
|&#039;&#039;&#039;Resource Blob&#039;&#039;&#039;&lt;br /&gt;
|40 Resources&lt;br /&gt;
|Must be at least 4 tiles away from another Resource Blob&lt;br /&gt;
|Consumes a Normal Blob to place a special blob that, when pulsed by a Node Blob or the Blob Core, gives additional Resources to the Overmind that placed it. Additional Resource Blobs slow resource generation down slightly.&lt;br /&gt;
|-&lt;br /&gt;
![[File:blob_node.gif|64px|class=pixelart]]&lt;br /&gt;
|&#039;&#039;&#039;Node Blob&#039;&#039;&#039;&lt;br /&gt;
|50 Resources&lt;br /&gt;
|Must be at least 5 tiles away from another Node Blob&lt;br /&gt;
|Consumes a Normal Blob to place a blob, much like the core, that will slowly expand, heal other blobs, and activate the effects of blob factories and resource nodes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:blob_factory.gif|64px|class=pixelart]]&lt;br /&gt;
|&#039;&#039;&#039;Factory Blob&#039;&#039;&#039;&lt;br /&gt;
|60 Resources&lt;br /&gt;
|Must be at least 7 tiles away from another Factory Blob&lt;br /&gt;
|Consumes a Normal Blob to place a special blob that, when pulsed by a Node Blob or the Blob Core, will spawn a Blob Spore, up to a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
![[File:blob_spore.png|64px|class=pixelart]]&lt;br /&gt;
|&#039;&#039;&#039;Blob Spore&#039;&#039;&#039;&lt;br /&gt;
|N/A&lt;br /&gt;
|Produced from Factory Blobs&lt;br /&gt;
|A fragile spore that does low damage and explodes into a cloud of gas when killed. The gas contains the chemical of the Overmind that placed the factory that spawned the spore. AI controlled and can be commanded with &#039;&#039;&#039;middle-click&#039;&#039;&#039;. Can be controlled by ghosts if the blob strain is &#039;Distributed Neurons&#039;. &lt;br /&gt;
|-&lt;br /&gt;
![[File:blob_zombie.png|64px|class=pixelart]]&lt;br /&gt;
|&#039;&#039;&#039;Blob Zombie&#039;&#039;&#039;&lt;br /&gt;
|N/A&lt;br /&gt;
|A Blob Spore and a corpse&lt;br /&gt;
|A Blob Spore that has taken over a corpse, a Blob Zombie is harder to kill, gains health from the corpse&#039;s armor, does more damage, and will still explode into a cloud of gas when killed. AI controlled and can be commanded with &#039;&#039;&#039;middle-click&#039;&#039;&#039;, but ghosts can choose to play them as well. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Blobbernaut.png|64px|class=pixelart]]&lt;br /&gt;
|&#039;&#039;&#039;[[#Blobbernaut|Blobbernaut]]&#039;&#039;&#039;&lt;br /&gt;
|40 Resources&lt;br /&gt;
|An undamaged Factory Blob&lt;br /&gt;
|Heavily damages a Factory Blob to create a player-controlled [[#Blobbernaut|Blobbernaut]] which does high damage while being extremely hard to kill. However, unlike a blob spore, it does not explode into a cloud of gas when killed, instead applying the blob&#039;s chemical when attacking targets. The blobbernaut will slowly die if its factory is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Blob Abilities===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#F5FAEA;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;193px&#039;|Name&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;80px&#039;|Use Cost&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;130px&#039;|Other Requirements&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;630px&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
!Jump to Core&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Teleports you to your Blob Core. If you haven&#039;t yet placed your core, will place it at your location.&lt;br /&gt;
|-&lt;br /&gt;
!Jump to Node&lt;br /&gt;
|N/A&lt;br /&gt;
|At least one Blob Node&lt;br /&gt;
|Teleports you to a Blob Node of your choice, provided there is a Blob Node.&lt;br /&gt;
|-&lt;br /&gt;
!Remove Blob&lt;br /&gt;
|N/A&lt;br /&gt;
|A non-Core Blob&lt;br /&gt;
|Destroys the blob underneath your selector, refunding some points, usually around 40% of the blob&#039;s initial cost. Not all blobs can be removed. &#039;&#039;&#039;HOTKEY for activation is Alt-Click.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Rally Spores&lt;br /&gt;
|N/A&lt;br /&gt;
|At least one Blob Spore&lt;br /&gt;
|Rallies nearby Blob Spores to the area chosen. Use to swarm humans and other targets with fragile spores. &#039;&#039;&#039;HOTKEY for activation is Middle-Click.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Readapt Strain&lt;br /&gt;
|40 Resources&lt;br /&gt;
|N/A&lt;br /&gt;
|Lets you choose a new blob strain/chemical out of four randomly selected. &#039;&#039;&#039;The first use is free, and you get another free readaptation every few minutes. &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Relocate Core&lt;br /&gt;
|80 Resources&lt;br /&gt;
|A Blob Node underneath your selector&lt;br /&gt;
|Swaps the location of your core and the selected node, useful for preventing your death if humans are getting too close for comfort. Cannot be used on nodes in certain areas.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==How to play as a Blobbernaut{{anchor|Blobbernaut}}==&lt;br /&gt;
If you spawn as a Blobbernaut it&#039;s your job to obey the Blob Overmind, and help it survive and expand. You start with 50% health, so heal up first thing you do. You can communicate with the blob hivemind channel &amp;lt;s&amp;gt;by using &#039;&#039;&#039;:b&#039;&#039;&#039;&amp;lt;/s&amp;gt; by talking normally. You do not understand common speech. &lt;br /&gt;
&lt;br /&gt;
As a Blobbernaut, you have a lot of health (around 400). Managing your health is a key to success. &#039;&#039;&#039;Pay attention to your health at all times&#039;&#039;&#039;. You can regenerate fast by staying near a yellow node or the blob core. You will run faster on blob tiles. You slowly take damage when not on a blob tile. If your factory is destroyed, you will take damage until you die. You can not claim a new factory. &lt;br /&gt;
&lt;br /&gt;
A good tactic is to do hit-and-run attacks, and then constantly run back to safety to heal up. Against soft, living targets you can often get many strikes in before you need to retreat, or even kill them completely. Mechs though, such as Durands, can kill you quickly with a couple of punches, so play it extra safe versus mechs. &lt;br /&gt;
&lt;br /&gt;
Another important use for your health is to tank shots for your Overmind&#039;s core and structures. If the core is destroyed, you lose. You can body block a surprising amount of damage, even from beam rifles, before you need to retreat to heal up. If the enemy uses laser sighted weapons, you can use this to your advantage to see when and where you need to block a shot. &lt;br /&gt;
&lt;br /&gt;
Remember, sometimes you don&#039;t need to kill your enemies. As long as you prevent the crew from destroying nodes and other structures, your Overmind may eventually reach critical mass and win.&lt;br /&gt;
&lt;br /&gt;
==KILL DAT FUKKEN BLOB==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Emergency Shuttle]] will not depart while a blob core is still alive&#039;&#039;&#039;, nor will the blob spare you or your precious station from a horrible death. Destroy it before it destroys you.&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
&lt;br /&gt;
Most of your weapons are useless against blobs. The blob doesn&#039;t give a fuck about brute damage, nor is it able to be stunned. Generally speaking, what you will want is to do burn damage. (&#039;&#039;&#039;NOTE:&#039;&#039;&#039; This does NOT mean setting fire to everything!) Here are some tools at your disposal:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Armor]]&#039;&#039;&#039;: The blob, in addition to expanding, can attack. Blobs do a variety of damage, but are blocked by armor and bio protection, so [[riot armor]] or [[bio-suit]]s, are helpful. Don&#039;t let yourself get surrounded!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Welding tool]]s:&#039;&#039;&#039; Cheap, readily available from [[Vending machines#YouTool|YouTool machines]] (hack them for two more Upgraded Welding Tools) or the [[autolathe]].  Grab one and start burning away. Make a path towards a resource node and take it out. One guy with a welder isn&#039;t going to be able to breach the core, so don&#039;t try. It&#039;s a good idea to grab some [[General items#Fuel Tank|Fuel Tank]]s to keep nearby so you can refuel quickly, but make sure your welder is OFF before refueling, and be sure the blob doesn&#039;t get close enough to absorb them. If science division is any good, they&#039;ll be passing out plasma cutters before long. They do the same damage as lit welders without any need to refuel, and have the added bonus of not setting plasma on fire in the case that the blob or some chucklefuck pops open a plasma canister. Replace your welder with a cutter ASAP if science starts making them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Laser weaponry:&#039;&#039;&#039; HOLD UP THERE HOT SHOT THESE ARE IN LIMITED SUPPLY. Don&#039;t take more then three and don&#039;t take them if you don&#039;t have good armor or a space suit. Carring the whole armory into maint just lets the blob kill you and bury them.  Available in the [[Armory]], in [[Head of Personnel|certain]] [[Head of Security|heads]] [[Captain|of staff]]&#039;s quarters and through R&amp;amp;D or Cargo. For the love of god consolidate gear.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Emitter]]s:&#039;&#039;&#039; Set them up as far away from the blob as you can while still striking the core. If the blob reaches them, they&#039;re gone. Three emitters side by side matched against the core is a one sided match.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[IED]]s:&#039;&#039;&#039; The modest explosion is enough to rip a bit of the blob apart without destroying the floor and ruining atmos for people. Throw them in when you see weakness in the blob&#039;s defenses to tear open an attack point.&lt;br /&gt;
&lt;br /&gt;
Once again: &#039;&#039;&#039;DO NOT USE [[Flamethrower|FLAMETHROWERS]] OR [[Plasma|PLASMA]] FIRES&#039;&#039;&#039; (see below). They are useless and will only make the rest of the crew die and hate you.&lt;br /&gt;
&lt;br /&gt;
===Risky Measures===&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;Do not use these unless shit has really hit the fan, or else you might be banned. THESE WILL USUALLY HELP THE BLOB WIN.&#039;&#039;&#039; When in doubt, adminhelp to see whether the Cuban Pete inferno you are about to unleash is kosher.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Large Plasma Fires:&#039;&#039;&#039; Large fires will eat away at a blob but will also make the area uninhabitable for people without fire suits. It will also not destroy blobs protected by unweakened shield blobs, so you&#039;ll need men with fire suits and laser guns to finish the job. If atmos isn&#039;t ruined yet this will make the crew hate you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bombs:&#039;&#039;&#039; Bombs can destroy any piece of the blob except for the core proper, if the round&#039;s been dragging on and atmos is ruined, it&#039;s not a terrible idea provided you have something to hit the blob with AFTER there&#039;s a gaping bomb hole in the ground.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Bags of Holding]]&#039;&#039;&#039;: &amp;lt;s&amp;gt;If you can get within one or two squares of the blob core, creating a [[singularity]] there will almost certainly eat the blob core and win the game. DON&#039;T DO THIS IF YOU CAN&#039;T GET EXTREMELY CLOSE AS THERE&#039;S NO PREDICTING LORD SINGULOTH. If things are going really bad, though, and you can still get reasonably close there&#039;s a chance this may be your only hope. Because there&#039;s no assurances here you might end up killing everybody. Ahelp before doing this to get the ok.&amp;lt;/s&amp;gt; This is now obsolete, check &#039;science&#039; paragraph for reason.&lt;br /&gt;
&lt;br /&gt;
===Defcon 1===&lt;br /&gt;
&lt;br /&gt;
You&#039;ve failed to contain the outbreak within the allotted timespan. Quarantine procedure &amp;lt;s&amp;gt;5-12&amp;lt;/s&amp;gt; 7-12 should be initiated immediately. The nuclear bomb code has been transmitted. Secure the disk and detonate the nuke in the [[Vault]]. The blob cannot be allowed to escape containment! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Oh Shit, Zombies! ===&lt;br /&gt;
&lt;br /&gt;
Zombies are hardy bastards that will take people down faster than a school of space carp. Prevention is the best measure, if anyone goes down, pull him out and away from the blob before he either dies or the blob blocks him off. If a zombie&#039;s smacking at you, the natural reaction might be to try running away &#039;&#039;&#039;but don&#039;t do that, running around in a panic is the last thing you should do.&#039;&#039;&#039; Zombies, like many NPC mobs, have laser-guided autoattacks and will relentlessly pursue and hit you until you&#039;re down, plus anyone trying to help you won&#039;t be able to get a single hit off the zombie if it&#039;s running around chasing you.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve got a welder in hand (Which you should if there&#039;s a blob.) and the zombie isn&#039;t armored, simply stand your ground and attack like mad with your lit welder. Even if you&#039;re unarmored, it will go down first unless you let it get a few free hits off before fighting back. If it&#039;s armored, though, you&#039;re fucked unless you have armor, a fire axe, or a buddy or two fighting alongside you.&lt;br /&gt;
&lt;br /&gt;
===Non-Action Crewmates===&lt;br /&gt;
&lt;br /&gt;
If you do not have access to the above weaponry, you should stay off the front lines unless you want to get killed and get in everyone&#039;s way. However! There are still things you can (and should) do!&lt;br /&gt;
&lt;br /&gt;
====Medbay====&lt;br /&gt;
&lt;br /&gt;
Blob mode is one of the few modes where Medbay is actually worth a damn. Here is what to do:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Medical Doctor]]:&#039;&#039;&#039; You are field medics. Put your HUD glasses on, grab a first-aid kit and heal people so they don&#039;t die. The worst thing in blob mode is someone with half the armory in their backpack dying and getting engulfed and/or zombified by the blob. Don&#039;t let this happen. You will want to bring brute patches/bruise packs and probably burn patches/ointment if people are inevitably getting caught in lasers or getting hurt by inevitable plasma fire. Don&#039;t waste them on someone with 10 damage to one limb; use triage like a real doctor, you drunken ERPing fuck. You can also drag people to cryo and dead people to medbay, but generally you&#039;ll be more useful on the field. If you do because no one else is, loot their bag so you don&#039;t end up removing half the guns and space suits from the field like so much kebab.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Chemist]]&#039;&#039;&#039;: Mass produce medicine. During Blob, if the crew is competent, you will run out of medikits very quickly, and Cargo is better off ordering other things. What you&#039;ll need depends largely on what kind of blob you&#039;re dealing with (brute damage? tox?) and how competent the crew is (FRIENDLY FIRE OH GOD). You can either leave your pills/patches on the counter for people to grab or take them to the battlezone yourself depending on what people are doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Geneticist]]&#039;&#039;&#039;: Most of your powers are of limited utility -- Hulk is only good if the blob is in a hard-to-reach place, space adaptation can be useful if the blob infested area is explosed to space, and TK is very useful for hurting the blob without risk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Chief Medical Officer|CMO]]&#039;&#039;&#039;: You are NOT a field medic, let your slaves do that. Basically, your job is what the CMO&#039;s job should be but never is: coordinate doctors, be a head of staff, make sure Medbay proper is doing its job, and for God&#039;s sake keep your cat away from the blob. Contribute your first-aid kit to the cause, and consider contributing your hypospray to someone you trust who can actually use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Virologist]]&#039;&#039;&#039;: Make healing viruses.&lt;br /&gt;
&lt;br /&gt;
====Cargo====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order emitters.&#039;&#039;&#039; Order fucking emitters. Don&#039;t assume the ones in [[Engineering Secure Storage]] will last, or even that anyone will remember to use them at all. Point seven emitters at a blob and it&#039;ll regret everything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order guns.&#039;&#039;&#039; Energy guns have their place, and are nice, but the station already has plenty. Combat shotguns may be better if people are good with them and print as many shells as you can in advance. Why? If you print lethal shells between Industrial Welders, combat shotguns don&#039;t have the downtime of energy guns. A constant feed of lethal shells makes for the ability to print, shoot while printing, clear shell, take new shell, feed old shell in, repeat. It makes the metal cost pretty much fuckall and does big damage. Besides that, you should already have enough laser guns on the station that unless some dipfuck loses them to the blob, you have barely enough chargers to charge them all at once. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order some goddamn metal and glass.&#039;&#039;&#039; Don&#039;t rely on mining to get back at all or on time. However...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Get those miners a hand teleporter and EVA suits. Calibrate the teleporter to a beacon in R&amp;amp;D.&#039;&#039;&#039; You&#039;re going to mass-drive the miners to the asteroid because fuck the quarantine. Laser cannons don&#039;t grow on trees. They can give a heads-up when they&#039;re sending a crate for the RD to re-test-fire so you don&#039;t lose mineral shipments. The primary importance is getting uranium and silver back, in which case if research and cargo is any good the round will end shortly. See Science for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHIT TYRONE HACK THE FUCKING AUTOLATHES.&#039;&#039;&#039; You can make dozens of INDUSTRIAL WELDERS from a single sheet each of metal and glass. They&#039;re 70 metal, 60 glass, or something like that, with a single sheet of material providing 3750 of each. An Industrial Welder is the exact same size as a normal welder but holds 40 fuel and comes pre-fueled. They&#039;re so cheap to make that they&#039;re virtually disposable. In fact, R&amp;amp;D should bump up their materials research with the gold from the vault to make super matter bins, pico-manipulators, etc., so that you can lathe thing stupidly fast at the forward autolathe you fuckers better have made.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No seriously make a fucking extra autolathe&#039;&#039;&#039; near, but not up in the face of, the blob. It&#039;s easier to have an assistant constantly print new Industrial Welders than to refuel them and risk the blob popping a fuel tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use that goddamn lavaland loot to kill dat fukken blob miners.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Science====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guide to Research and Development|RnD]]&#039;&#039;&#039;: Trying to &amp;quot;BoH-bomb&amp;quot; the blob by putting a bag of holding into another bag of holding near it is usually not recommended. Instead of falling into the tear of reality, the blob core will teleport to a random location on the station, which might be usefull if you can find the blob quickly, as it will have to remake its defenses. If you are intent on boh bombing the blob though, try to NOT CATCH THE CORE IN THE TEAR. if you do so, you make area that blob cant spread over, but people can shoot over. Also rush the fucking advanced beam weapons. Beam snipers are the only reliable way to beat the blob if its medium to large size, if the crew is not a bunch of chucklefucks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guide to toxins|Toxins]]&#039;&#039;&#039;: Don&#039;t make bombs, because the blob is highly resistant to bombs, being rather solid, and the crew is very much not resistant to bombs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Roboticist]]&#039;&#039;&#039;: Once the medics empty their medkits onto belts, you can make at least 6 medibots. Cargo can order emergency crates with floorbots and 2 medibots which will be useful to heal injured crew. Cleanbots are useless here, don&#039;t waste the metal on that. Mechs aren&#039;t worth making. But if miners brought silver and the blob ate research, but not robotics? Make a durand, load it with a solaris and an energy relay and set it loose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guide to xenobiology|Xenobiologist]]&#039;&#039;&#039;: Though slimes take considerable time and luck to be consistently reliable, there are some things you can do to help out, from as simple as producing regen jelly (purple extracts) for medical, making sentient creatures or golems to do the fighting for you, equipment charging cross-breed extracts, mass-production of IED devices to blow that blob away, or even something crazy like swapping your mind with a blob zombie to see if you can claw the core to death! It all depends on both your creativity, and matching luck with the slimes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
&lt;br /&gt;
====Engineering====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Station Engineer|Engineer]]&#039;&#039;&#039;: Drag some emitters out of Engineering Secure Storage (if there aren&#039;t any, you can afford to take some from the SM Chamber) and set them out pointing towards the blob. They can do some serious damage to the blob in the long run. If the blob is exposed to space, you can work on the blob from the outside and pose as a real annoyance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Atmospheric Technician]]&#039;&#039;&#039;: Grab a welder and fight the blob. Don&#039;t you fucking dare try to plasma flood that blob.&lt;br /&gt;
&lt;br /&gt;
====Security====&lt;br /&gt;
&lt;br /&gt;
Grab lasers from the armory, unwrench some rechargers, set them out near the blob, pew pew pew pew. Pretty damn self-explanatory what you should be doing.&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 8B0000&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Space_Dragon&amp;diff=14114</id>
		<title>Space Dragon</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Space_Dragon&amp;diff=14114"/>
		<updated>2023-10-18T19:29:49Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 8B0000&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 8B0000&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 8B0000&lt;br /&gt;
 |img = newspacedragon.gif&lt;br /&gt;
 |stafftype = ANTAGONIST &lt;br /&gt;
 |jobtitle = Space Dragon&lt;br /&gt;
 |access = None&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = None&lt;br /&gt;
 |duties = Breathe fire, chow down on Birdboat, hoard all the station&#039;s gold, summon forth the carptide.&lt;br /&gt;
 |guides = This is the guide.&lt;br /&gt;
}}{{Notice|Space Dragon is disabled.}}{{Antag Dept header}}&lt;br /&gt;
Nanotrasen space provides many hazards, which incidentally includes giant fire breathing dragons. Don&#039;t question how their breath remains intact as it travels through a vacuum.&lt;br /&gt;
&lt;br /&gt;
==Preface==&lt;br /&gt;
[[Random events#Space Dragon|There exists an event to spawn a Space Dragon]].  On Dynamic, however, Space Dragon is one of the possible midround spawns available for the gamemode to throw at the crew.  While not extremely common, it also isn&#039;t extremely rare either.&lt;br /&gt;
&lt;br /&gt;
The Space Dragon, upon being possessed by ghosts, will spawn somewhere in the outskirts of the station, within space. CentCom will notify the crew of this, telling them to gear up for the inevitable carp tide.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
The Space Dragon&#039;s goal will always be to open up three carp rifts or to get the shuttle to arrive while it is doing so. Once the third rift is opened, an infinite amount of player-controlled carp can be spawned from the rifts.  Space Dragon also gets a permanent speed buff to accompany this effect.&lt;br /&gt;
&lt;br /&gt;
Rifts take 5 minutes to charge, and the whereabouts of the rift will be unannounced for the first 2 1/2 minutes of the rift spawning in.  After that time is passed, Centcomm will deliver an announcement stating its location.  Once fully charged, the rift will periodically spawn AI-controlled carp and move around every so often, along with it being totally indestructible by all means.  Space Dragon will also get a temporary 30-second speed boost when this happens along with all of its health fully restored, allowing it to slip away from any situation and to find another location to place a rift or to charge at its attackers with more efficiency for a time.&lt;br /&gt;
&lt;br /&gt;
The Space Dragon cannot re-use the same location for their rifts and must place them in different locations.  The locations where this is possible are also limited solely to locations in the station (and the AI satellite).  However, there is nothing stopping the dragon from choosing three locations adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
Space Dragon gets 5 minutes to place down each rift before the Space Dragon itself vanishes.  This makes the rift objective &#039;&#039;&#039;not optional&#039;&#039;&#039; for the Space Dragon unless they just want to go ham only for 5 minutes.  Should the dragon&#039;s currently charging rift be destroyed, any previously charged rifts will vanish and the dragon will suffer a massive debuff to speed and its gust attack, along with it being blocked from creating any more rifts.  This makes it a much easier target to track and eliminate, so avoiding this circumstance at all costs should be a priority.  It should also be noted that if the Space Dragon is killed, a similar effect will occur.  If the dragon is somehow revived afterwards, it will still suffer the same debuffs and inability to create rifts.&lt;br /&gt;
&lt;br /&gt;
Should the shuttle arrive while Space Dragon is still active, it will also achieve its victory state even without all three rifts.  All current rifts will allow the infinite spawning of sentient carp and become invulnerable, and Space Dragon will also get its permanent speed buff as if it charged all three rifts normally.  This makes Space Dragon a noticeable threat during possible evacuation procedures, as the crew will need to eliminate the dragon before the shuttle arrives or brave for the worst.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
*&#039;&#039;&#039;Health:&#039;&#039;&#039; 325&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melee Damage&#039;&#039;&#039; 35. 30 Armor Piercing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Speed:&#039;&#039;&#039; Normal&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Breathe Fire:&#039;&#039;&#039; When a tile is clicked outside of melee range, the space dragon sends out a column of flame from its mouth, dealing heavy damage and setting on fire anything that it hits. Virtually identical to the [[Megafauna#Ash Drake|Ash Drake&#039;s]] fire breath, although it does travel faster and deal more direct damage at the cost of there only being one line of fire, as opposed to the Ash Drake&#039;s three or nine. It leaves a fiery trail behind, which will also set the careless on fire. Very fast cooldown can be used frequently. Will damage [[Guide_to_robotics#Exosuits|exosuits]]. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crush:&#039;&#039;&#039; The Space Dragon can destroy walls by clicking on them. Regular walls take 4 seconds to break and reinforced walls 12.  Note that only one wall can be broken at a time, but other actions such as breathing fire and wind dust are still available while performing this action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gust Attack:&#039;&#039;&#039; The Space Dragon rises into the air for a short bit, then uses his wings to create a force that stuns and knocks back friend and foe alike in a 4 tile radius. The move doesn&#039;t come out immediately, but fast enough even with the animation tell to be successful. Enemies hit are sent flying away from Space Dragon, and afterward Space Dragon will be temporarily vulnerable and unable to act. The first time this move is used, this downtime is relatively short, but the amount of time the tired animation lasts for is increased each time the move is used. The move will return to its original snappiness over time, but it must not be used in order for it to happen.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devour:&#039;&#039;&#039; When the space dragon uses a melee attack on a dead mob, said mob is eaten, healing the space dragon with half of the eaten mob&#039;s maximum health. This is what makes the space dragon so potent, as it provides staying power. Even a couple of human corpses enables the space dragon to survive a drawn out, prolonged engagement with security. Once the Space Dragon is killed, all corpses leave its body to be revived like slaughter demons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carp Rift:&#039;&#039;&#039; The main ability and the one you use to win. &#039;&#039;&#039;Upon spawning in you will have 5 minutes to place down your rift, if you can&#039;t do this you will despawn.&#039;&#039;&#039; Once placed a ghost controlled carp can spawn out of it, resetting every 60 seconds. Carp spawned by this rift aren&#039;t different from regular carp. You and other carp, can heal on this rift for 10 health points a second. The crew will get a central command notice about its location after two minutes of it being up. You will have to defend the rift for five minutes for it to be fully charged. Once it is fully charged, it will become golden, spawn many unplayable carp, and become invincible, requiring no further defense. Additionally, you heal completely, get a sick-looking and menacing red aura, and move slightly faster for 30 seconds. Ghosts cannot respawn from a rift from which they have already spawned from, unless there are two or more carp spawns backlogged in that particular rift. Otherwise, you&#039;ll have to just wait until the Space Dragon opens up another rift. &lt;br /&gt;
&lt;br /&gt;
If a rift is destroyed as it is in the process of charging, you will be met with a movement penalty and be unable to produce any more rifts, effectively preventing you from completing your objective and much of anything else.&lt;br /&gt;
&lt;br /&gt;
==You&#039;re Gonna Hear Me Roar==&lt;br /&gt;
[[File:Newspacedragondead.png|thumb|What you hopefully won&#039;t end up becoming.]]&lt;br /&gt;
&lt;br /&gt;
Being a Space Dragon for the first time can be intimidating but ideally, after reading this guide you won&#039;t end up as sushi by the end of the round.&lt;br /&gt;
&lt;br /&gt;
===Starting Out As the Dragon===&lt;br /&gt;
&lt;br /&gt;
When you first spawn in as Space Dragon, you&#039;ll be spawned in some area of space and prompted to pick a name and color.  These choices don&#039;t particularly matter, so feel free to make yourself look snazzy however you want.&lt;br /&gt;
&lt;br /&gt;
Afterward, you&#039;ll be on the clock to find and spawn in your first carp rift.  Since you spawn out in the middle of space, you pretty much have easy access to any location near the exterior of the station, and even those buried in there a little can be accessed with a little wall-tearing on your part.  Ideally, you want to find somewhere that people don&#039;t commonly pass by and an area that is easily defendable, meaning you&#039;ll want to find tight corridors and coverage so you can use your fire breath with extreme effectiveness while being relatively safe yourself.  Its also worth noting that you probably want to avoid areas with a lot of windows, since lasers can pass through them whereas your fire breath cannot.&lt;br /&gt;
&lt;br /&gt;
Once the carp rift is placed in hopefully what is a secure location, now you get to play defense.  Luckily for you, you&#039;re not alone in this endeavor and also get the assistance of some carp friends, fresh off the rift.  While they can be capable of slowing and preventing some attackers, more heavily armed combatants will take them out easily.  They&#039;re also great at station-wide sabotage, as while you are essentially limited by your rift in terms of how far you can travel, the carps are extremely plentiful and can take more risk to hit up some important targets for you.  Just note like all other living things, they aren&#039;t immune to your fire breath, so make sure you don&#039;t roast them before they outlive their usefulness.  Feel free to tell them to hit up specific locations you have in mind if you think it&#039;ll give you the upper hand.&lt;br /&gt;
&lt;br /&gt;
Assuming you listened to the guide and picked a relatively low-interest location to place your rift, you likely won&#039;t have to worry about any attackers for the first 2 minutes.  Once that time passes, Centcomm will tell the crew exactly where you&#039;re located, in which case you can expect the crew to come for your head at that time.  This is where understanding how to use your kit comes into play.&lt;br /&gt;
&lt;br /&gt;
===How To Fight As the Dragon===&lt;br /&gt;
&lt;br /&gt;
Being capable as Space Dragon isn&#039;t as hard as other roles, since where they&#039;re human, you happen to be a massive space leviathan with fire breath.  Some things to note:&lt;br /&gt;
&lt;br /&gt;
* You have 400 effective health, whereas humans can only take 100 damage before falling into crit.  However, they have armor, which you don&#039;t.  Luckily, your attacks pierce armor quite often, so this shouldn&#039;t be a concern for you.&lt;br /&gt;
&lt;br /&gt;
* Also unlike humans, you don&#039;t suffer any slowdown from taking damage. However, you are slowed down noticeably from stamina damage, albeit you cannot be incapacitated from it. &lt;br /&gt;
&lt;br /&gt;
* While your carp are extremely flimsy, they are as fast as humans and them approaching your targets can be a great distraction while you approach for more serious damage.&lt;br /&gt;
&lt;br /&gt;
* Fire is a great tactic for forcing opponents to disengage.  It deals damage over time and spreads if they bump into other humans, so trying to coat groups in it is a great way to bring them down.&lt;br /&gt;
&lt;br /&gt;
* Likewise, wing gust is a great get-off-me-tool that forces opponents to disengage temporarily or be affected by the attack&#039;s AOE stun.  However, if you find it not working out in your favor, you can also use it to launch corpses as well, specifically ones you just set on fire.  Spread the love!&lt;br /&gt;
&lt;br /&gt;
* All nearby corpses are like health kits you can use whenever you deem necessary.  Eating a corpse restores half their maximum health to you, so a human restores 100 health, which is quite significant if you think about it.  Try to keep some around until you need them, it could save your life!&lt;br /&gt;
&lt;br /&gt;
* Space Carp corpses are also eligible for consumption as well.  While they may not benefit you as much as a human&#039;s, every little bit counts.  Don&#039;t let their great sacrifice go in vain!&lt;br /&gt;
&lt;br /&gt;
* If you don&#039;t have any corpses around, sitting on the rift will also heal you, albeit very slowly.  Only use it in a pinch.&lt;br /&gt;
&lt;br /&gt;
* One of your most terrifying aspects is your speed.  You can use it to poke at the enemy while still leaving yourself an open window to escape if things go poorly.  This is important to note, as while you have 400 health it can vanish very quickly if you&#039;re not paying attention.&lt;br /&gt;
&lt;br /&gt;
* Assuming your opponents don&#039;t have jetpacks, you dominate in space combat.  While it&#039;s unlikely you&#039;ll be fighting there due to the rifts, if you can land a wing gust on an opponent in no gravity, they&#039;ll just keep going.&lt;br /&gt;
&lt;br /&gt;
* However, do note that opening up areas around you to the pressure of space will allow [[Shaft Miner|Miners]] to use their PKAs and crushers on you, dealing a lot of damage to yourself and your rift.  Try to keep that in mind when thinking of using space exposure to your advantage.&lt;br /&gt;
&lt;br /&gt;
* While keeping the crew at bay from killing you is important, making sure nobody destroys the rift while you&#039;re distracted is also important.  Make sure you don&#039;t leave it alone for too long, or someone might use that window to bring you down.&lt;br /&gt;
&lt;br /&gt;
Assuming you didn&#039;t die and the rift has finished charging, congratulations!  You&#039;re one-third of the way to victory, and upon fully charging a rift, you get both a full heal and a speed boost for the next 30 seconds.  You can use this to punish the crew or use it to escape back out to space for your next rift placement.  Then, just follow the guide for the next two rifts until you emerge victoriously or die trying.&lt;br /&gt;
&lt;br /&gt;
===Going for Green===&lt;br /&gt;
&lt;br /&gt;
Assuming you&#039;ve managed to get all three rifts charged, you&#039;ve carried out everything you&#039;ve been expected to do.  Infinite sentient carp can spawn in from all of your rifts, and chances are you absolutely crushed the crew.  Anyone left is now yours to freely scorch and consume, and while you&#039;re doing it, you might as well enjoy a nice vacation to Centcomm to celebrate your effort.&lt;br /&gt;
&lt;br /&gt;
Another important thing to note is that if the crew calls the shuttle while you&#039;re in the middle of working, don&#039;t worry!  If the shuttle arrives while you&#039;re still at it and haven&#039;t been stopped, your objective automatically completes itself and you reap all the benefits of such.  As long as you do what you&#039;re supposed to do, you won&#039;t be punished for it.&lt;br /&gt;
&lt;br /&gt;
===Rift Down===&lt;br /&gt;
&lt;br /&gt;
Should the crew be successful in destroying your rift, you are essentially screwed.  You&#039;ll be extremely slow, thus an easy target, and you&#039;ll be locked out of summoning any more rifts.  However, if you somehow manage to escape the scrape you&#039;re in and make it somewhere safe, you&#039;ll be free to keep on living until someone hunts you down.  While you can&#039;t do much by yourself in this state, you can still be a nuisance if given the opportunity, so keep an eye out for a time to give retribution!&lt;br /&gt;
&lt;br /&gt;
==Glub Glub==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re not the Space Dragon itself, you might find yourself playing as a [[Critters#Hostile|Space Carp]] summon instead.  While you are by all means fodder and not particularly strong, you can make a difference in a number of ways:&lt;br /&gt;
&lt;br /&gt;
* Unlike Space Dragon, you essentially can travel wherever you want to harass people.  Attacking unarmed crewmates might be fun, but trying to destroy important structures such as supermatter equipment and telecoms might be more worth your time.&lt;br /&gt;
&lt;br /&gt;
* If you do find yourself damaged, you can return to a rift and float on the same tile as it to regain health.&lt;br /&gt;
&lt;br /&gt;
* Most crew, unlike yourself and the dragon, are not immune to the cold and pressure of space.  Feel free to abuse this by smashing windows and creating hull breaches to make the crew&#039;s life harder and take some focus off the dragon.&lt;br /&gt;
&lt;br /&gt;
* While you might not be the best combatant alone, traveling with other space carp can take you from a minor nuisance to a true threat.&lt;br /&gt;
&lt;br /&gt;
* Try not to leave the Space Dragon alone for too long.  While it can be dangerous with fire breath and whatnot to hang close to your superior, leaving them hanging when they need help is arguably much worse.&lt;br /&gt;
&lt;br /&gt;
==A Guide In Dragon Hunting==&lt;br /&gt;
&lt;br /&gt;
While a Space Dragon isn&#039;t an everyday affair aboard the station, having a clue on how to handle such an event can avert what would be a deadly situation.  Here are some tips for crew trying to rid themselves of a carp infestation:&lt;br /&gt;
&lt;br /&gt;
* You don&#039;t have to kill the dragon to stop it.  Try to keep an eye out for openings to destroy the rift, in some scenarios it&#039;ll be much easier to destroy the rift than it is to kill the dragon.&lt;br /&gt;
&lt;br /&gt;
* While armor is greatly effective at preventing carp from dealing too much damage to you, the dragon on the other hand will pierce through a good deal of it.  Try not to let the dragon get in close range unless you have some [[guide to toxins|trick]] up your sleeve!&lt;br /&gt;
&lt;br /&gt;
* Taking down walls to expose the rift to a safer area is a solid idea if you can perform it.  Rifts cannot move, so use this to your advantage and try and open it up for long-range attacks!  This also applies to opening up different entryways to the rift, the more there are, the easier it is to get by and damage it.  One possible idea is to use an emitter, which will break down most walls between it and the rift and continuously fire on it as well.&lt;br /&gt;
&lt;br /&gt;
* If you find the dragon is staying very close to the rift, try explosives.  If you don&#039;t kill the dragon or destroy the rift, you&#039;ll greatly weaken them both, allowing for other crew to go in and finish the job.  Dragons will also often retreat to their rifts if they sustain too much damage, allowing you to also attempt blowing them up then if possible.&lt;br /&gt;
&lt;br /&gt;
* If it&#039;s safe to do so, try not to leave any corpses lying around for the dragon to consume.  Each one gives it 1/4 of its health back, which could change the tide of a losing fight into a winning one for the dragon.&lt;br /&gt;
&lt;br /&gt;
* If you intend on attacking the dragon head-on, make sure to bring fire extinguishers.  Fire breath can quickly catch a whole group on fire, and rolling to put it out could be a death sentence if the dragon notices!&lt;br /&gt;
&lt;br /&gt;
* While its fire breath can be extremely difficult to handle in tight corridors, the same can&#039;t be said for open areas.  Try to bait the dragon into fighting in open rooms, as you&#039;ll have an easier time hitting it and it&#039;ll have a harder time hitting you.&lt;br /&gt;
&lt;br /&gt;
* If you&#039;re a role that has access to remote door controls, sealing a dragon into a room can be a smart way to keep it in a bad position long enough to deal damage.  While it can break through walls in a relatively short time, it is forced to stay still, allowing you to hit it easily with whatever you got during that time.&lt;br /&gt;
&lt;br /&gt;
* If your crew decides on calling the shuttle while a dragon is active, make sure you have a plan to defeat the dragon before it arrives or a plan to keep it from killing everyone when the shuttle does arrive.  Since the rift won&#039;t be accessible as a weakness for bringing the dragon down, the latter option will require some creativity on the crew&#039;s part.&lt;br /&gt;
&lt;br /&gt;
* If you&#039;re not capable of bringing the dragon down yourself, try giving a helping hand to those working towards that goal.  A little back-end support can go a long way in some cases!&lt;br /&gt;
&lt;br /&gt;
* If you defeat a dragon, try to not leave its corpse laying around.  It can be revived in some circumstances and can re-emerge as a threat again if done so [[Cult|by some parties.]]&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 8B0000&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Sentient_Disease&amp;diff=14113</id>
		<title>Sentient Disease</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Sentient_Disease&amp;diff=14113"/>
		<updated>2023-10-18T19:29:20Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
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 |hcolour = white&lt;br /&gt;
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 |bhcolour = white&lt;br /&gt;
 |ebcolour = 8B0000&lt;br /&gt;
 |img = Icons8 flat biohazard.svg.png&lt;br /&gt;
 |stafftype = ANTAGONIST&lt;br /&gt;
 |jobtitle = Sentient Disease&lt;br /&gt;
 |access = Wherever your hosts carry you&lt;br /&gt;
 |additional = &lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = Your DNA&lt;br /&gt;
 |duties = Infect the crew&lt;br /&gt;
 |guides = This is the guide&lt;br /&gt;
}}{{Notice|Sentient Disease is disabled.}}{{Antag Dept header}}&lt;br /&gt;
You are a sentient virus, extremely adaptable and resistant to mutations, which has somehow gotten established on this particular Nanotrasen brand space station.&lt;br /&gt;
&lt;br /&gt;
==Becoming a Sentient Disease==&lt;br /&gt;
[[Random_events#Sentient_Disease|There is a low chance that a random event will take place which will spawn a sentient disease on station.]] This sentient disease starts off by infecting only a single host, a &amp;quot;Patient Zero&amp;quot; if you will, and has to move quickly to infect as many people as possible. The disease then has to endure the rest of the shift (with the CMO and virologist probably hot on your ass) in order to maximize its chances of getting a host to CentCom. There&#039;s no official notification for the spawning of a sentient disease, so the first few infections should be easy. (especially considering that your infection modifier is relatively stalbe)&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
All sentient diseases have the same two, non-varying objectives:&lt;br /&gt;
&lt;br /&gt;
* Survive and infect as many people as possible.&lt;br /&gt;
* Ensure that at least one infected host escapes on the shuttle or an escape pod.&lt;br /&gt;
&lt;br /&gt;
[[File:Diseasegreentext.png]]&lt;br /&gt;
&lt;br /&gt;
==Plague Inc.==&lt;br /&gt;
[[File:Sentientvirusmenu.png|right|600px]]&lt;br /&gt;
[[File:Hudsprites.png|right]]&lt;br /&gt;
The Sentient Disease spawns with 0 evolution points, gaining more as it infects more hosts. A good portion of the [[Infections#Symptoms Table|symptoms listed here]] can be evolved, but not all of them. (imagine how terrifying a sentient disease with brain rot would be) One trait which differentiates a sentient disease from a normal, virology disease is that the sentient disease can evolve more than 6 symptoms.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt; The sentient disease has two unique abilities:&lt;br /&gt;
* [[File:Cough.png]] &#039;&#039;&#039;Cough:&#039;&#039;&#039; This ability forces the host that the virus is following to cough, transmitting the virus two tiles away from the host. Costs no evolution points, and is the only symptom you receive upon spawn. Your main source of transmission in the first few minutes of your existence. There is a 10 second cooldown before this ability can be used again.&lt;br /&gt;
* [[File:Sneeze.png]] &#039;&#039;&#039;Sneeze:&#039;&#039;&#039; This ability forces the host that the virus is following to sneeze, transmitting the virus four tiles away in a cone to the front of your host. Costs 3 evolution points, and is therefore relatively easy to unlock. 20 seconds cooldown between uses.&lt;br /&gt;
&lt;br /&gt;
===Evolvable Symptoms===&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;WARNING: This table is massively out of date; just read the in-game descriptions in your sentient disease menu(s) while you wait for your mutation cooldown to finish)&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;193px&#039;|Symptom&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;80px&#039;|Cost&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;760px&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
!Voluntary Coughing&lt;br /&gt;
|0&lt;br /&gt;
|Force the host you are following to cough with extra force, spreading your infection to those within two meters of your host even if your transmitability is low. Cooldown: 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
!Voluntary Sneezing&lt;br /&gt;
|3&lt;br /&gt;
|Force the host you are following to sneeze with extra force, spreading your infection to any victims in a 4 meter cone in front of your host. Cooldown: 20 seconds&lt;br /&gt;
|-&lt;br /&gt;
!Involuntary Coughing&lt;br /&gt;
|4&lt;br /&gt;
|Cause victims to cough intermittently.&lt;br /&gt;
|-&lt;br /&gt;
!Involuntary Sneezing&lt;br /&gt;
|4&lt;br /&gt;
|Cause victims to sneeze intermittently, spreading your infection and also increasing transmitability and resistance, at the cost of stealth.&lt;br /&gt;
|-&lt;br /&gt;
!Beard Growth&lt;br /&gt;
|8&lt;br /&gt;
|Cause all victims to grow a luscious beard. Decreases stats slightly. Ineffective against Santa Claus.&lt;br /&gt;
|-&lt;br /&gt;
!Hallucinations&lt;br /&gt;
|8&lt;br /&gt;
|Cause victims to hallucinate. Decreases stats, especially resistance.&lt;br /&gt;
|-&lt;br /&gt;
!Choking&lt;br /&gt;
|8&lt;br /&gt;
|Cause victims to choke, threatening asphyxiation. Decreases stats, especially transmittability.&lt;br /&gt;
|-&lt;br /&gt;
!Confusion&lt;br /&gt;
|8&lt;br /&gt;
|Cause victims to become confused intermittently.&lt;br /&gt;
|-&lt;br /&gt;
!Eternal Youth&lt;br /&gt;
|8&lt;br /&gt;
|Cause victims to become eternally young. Provides boosts to all stats except transmittability.&lt;br /&gt;
|-&lt;br /&gt;
!Vomiting&lt;br /&gt;
|8&lt;br /&gt;
|Cause victims to vomit. Slightly increases transmittability. Vomiting also also causes the victims to lose nutrition and removes some toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
!Voice Changing&lt;br /&gt;
|8&lt;br /&gt;
|Change the voice of victims, causing confusion in communications.&lt;br /&gt;
|-&lt;br /&gt;
!Vision Loss&lt;br /&gt;
|8&lt;br /&gt;
|Damage the eyes of victims, eventually causing blindness. Decreases all stats.&lt;br /&gt;
|-&lt;br /&gt;
!Self-Adaptation&lt;br /&gt;
|8&lt;br /&gt;
|Cause your infection to mimic the function of normal body cells, becoming much harder to spot and to eradicate, but reducing its speed.&lt;br /&gt;
|-&lt;br /&gt;
!Skin Paleness&lt;br /&gt;
|8&lt;br /&gt;
|Cause victims to become pale. Decreases all stats.&lt;br /&gt;
|-&lt;br /&gt;
!Sensory Restoration&lt;br /&gt;
|8&lt;br /&gt;
|Regenerate eye and ear damage of victims.&lt;br /&gt;
|-&lt;br /&gt;
!Itching&lt;br /&gt;
|8&lt;br /&gt;
|Cause victims to itch, increasing all stats except stealth.&lt;br /&gt;
|-&lt;br /&gt;
!Weight Loss&lt;br /&gt;
|8&lt;br /&gt;
|Cause victims to lose weight, and make it almost impossible for them to gain nutrition from food. Reduced nutrition allows your infection to spread more easily from hosts, especially by sneezing.&lt;br /&gt;
|-&lt;br /&gt;
!Itching&lt;br /&gt;
|8&lt;br /&gt;
|Cause victims to itch, increasing all stats except stealth.&lt;br /&gt;
|-&lt;br /&gt;
!Metabolic Boost&lt;br /&gt;
|16&lt;br /&gt;
|Increase the metabolism of victims, causing them to process chemicals twice as fast and grow hungry more quickly.&lt;br /&gt;
|-&lt;br /&gt;
!Regenerative Coma&lt;br /&gt;
|16&lt;br /&gt;
|Cause victims to fall into a healing coma when hurt.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Statistics====&lt;br /&gt;
Each evolved symptom affects 4 stats; stealth, transmission, resistance, and stage speed, which all can change how your disease interacts. For more information, see [[Infections#Understanding stats]]. A list of how the various symptoms positively or negatively change these stats can be found in the [[Infections#Symptoms Table|symptoms table below.]]&lt;br /&gt;
&lt;br /&gt;
==Oh Shit There&#039;s a Sentient Disease on Station==&lt;br /&gt;
* Step 1: Turn on internals&lt;br /&gt;
* Step 2: Make sure that the virologist/CMO is alive&lt;br /&gt;
* Step 3: Wait for him/her to do work and make vaccines&lt;br /&gt;
&lt;br /&gt;
Of worth noting is that viruses can, and often will go become beneficial to the crew, but it almost always requires purchasing various negative symptoms to increase the transmissibility enough so you can actually evolve Regenerative Coma or Sensory Restoration/whatever. [[Guide_to_chemistry#Spaceallin|Spaceallin]] can also be useful if you are already infected by the disease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 8B0000&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Slaughter_Demon&amp;diff=14112</id>
		<title>Slaughter Demon</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Slaughter_Demon&amp;diff=14112"/>
		<updated>2023-10-18T19:28:34Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
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 |bcolour = 8B0000&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 8B0000&lt;br /&gt;
 |img = Slaughterdemon.png&lt;br /&gt;
 |stafftype = ANTAGONIST &lt;br /&gt;
 |jobtitle = Slaughter Demon&lt;br /&gt;
 |access = Everywhere where there is blood&lt;br /&gt;
 |difficulty = Medium&lt;br /&gt;
 |superior = None&lt;br /&gt;
 |duties = Terrorizing the crew and trying to survive for as long as possible!&lt;br /&gt;
 |guides = This is the guide&lt;br /&gt;
}}{{Notice|Slaughter Demon is disabled.}}{{Antag Dept header}}Whatever you are, whoever you may be, and who you were, that is long forgotten now. You are a demonic presence, existing only to spread the chaos and blood around the mortal realm. None will stand in your way, for you know only blood. Blood drives you, it gives you purpose, and luckily for you: the station is full of mortal bodies filled with blood.&lt;br /&gt;
&lt;br /&gt;
==Rip &amp;amp; Tear==&lt;br /&gt;
As a Slaughter Demon, you have two very simple objectives which most will not find very hard to do:&lt;br /&gt;
* First, kill whoever was foolish enough to summon you.&lt;br /&gt;
* Second, kill everyone else.&lt;br /&gt;
There is not much to be said, you are a demon and you must see the blood fly, if not, what&#039;s the point?&lt;br /&gt;
&lt;br /&gt;
Also, make sure to respect the demonic hierarchy, lest you find yourself punished by your boss.&lt;br /&gt;
&lt;br /&gt;
It goes like this:&lt;br /&gt;
*Satan&lt;br /&gt;
*Devils&lt;br /&gt;
*Demon King, Bubblegum&lt;br /&gt;
*Demons&lt;br /&gt;
*Imps&lt;br /&gt;
*&amp;lt;s&amp;gt;Food&amp;lt;/s&amp;gt; Humans&lt;br /&gt;
Please, do not kill your fellow devils, or Satan himself will rip your spine out as soon as the Devil snitches on you.&lt;br /&gt;
==Being the Slaughter Demon==&lt;br /&gt;
&lt;br /&gt;
If you happened to find yourself playing as a Slaughter Demon, you will often find yourself in an unknown place (or known) depending on who was your summoner. Needless to say, whoever summoned you will most likely run away or be fool enough to face you. You should also be prepared because every sane person will try to murder you, including other antagonists, since you are against everything and everyone. Nonetheless, you being the horrible monster that you are, there are a few abilities available in your blood-hunting mission.&lt;br /&gt;
&lt;br /&gt;
===Blood Jaunting===&lt;br /&gt;
&lt;br /&gt;
You are able to teleport anywhere, as long there is blood there. So, dragging corpses around the station and other places will prove to be beneficial in the long run. Be sure to slash your claws through animals, assistants, captain, security and anyone who gets even a tile close to you. Make them fear you, and you will see that they will quickly run to the Janitor for help. Do not let them clean their miserable blood of the walls and floors, paint it all red.&lt;br /&gt;
&lt;br /&gt;
===Corpse Feeding===&lt;br /&gt;
&lt;br /&gt;
Your primary (and probably only) way of feeding will be eating the corpses you have killed. Take a bite, savor it, enjoy it, it might as well be your last, since if any of those silly humans know you are close to your death? They will rush in and end your blood quest, so make sure to feed often. Bring them to hell and eat them alive or dead, you don&#039;t really care, they are all food to you anyway.&lt;br /&gt;
&lt;br /&gt;
===Jaunt Killing===&lt;br /&gt;
&lt;br /&gt;
It is good to remember that you are a heavy killing machine. Meaning most can outrun you and end your career if they have powerful weapons, like a shotgun perhaps. To counter this, you have the amazing ability of running faster as soon as you jump out of the blood pools caused by you (and sometimes your enemies), leading you to quick and easy kills. Abuse it and Hell will be grateful for your services.&lt;br /&gt;
&lt;br /&gt;
==How to Survive as a Human==&lt;br /&gt;
&lt;br /&gt;
Surviving as a human against the threat of a slaughter demon might sound difficult (and it probably is), but rest assured if you maintain yourself calm, you will come out as the winner. Here are some tips that could help you win against this threat - as long as you and your fellow crew stays together.&lt;br /&gt;
&lt;br /&gt;
===Demons love blood===&lt;br /&gt;
&lt;br /&gt;
One of their main abilities is travelling through blood. Keep the station clean, and avoid getting slashed/killed/murdered by the evil demon. As long as places are clean and not filled with blood, you will be able to survive better and even kill the demon with your busted shotgun weapon.&lt;br /&gt;
&lt;br /&gt;
===Demons heal by eating corpses===&lt;br /&gt;
Eating someone alive is way harder than eating someone dead. Protect the bodies (or just get rid of them) to your best abilities, unless you wish the demon to feed upon them. Dead or alive, he won&#039;t care; you&#039;re all food to him.&lt;br /&gt;
&lt;br /&gt;
===Demons are slow===&lt;br /&gt;
They are not able to run very fast without teleporting around in the blood pools formed by yours truly. Make sure to fight and corner them in places where they can&#039;t abuse the speed boost gained from their ability. This will make quick work of their life and ensure you come out as a winner.{{Jobs&lt;br /&gt;
| color = 8B0000&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Space_Ninja&amp;diff=14111</id>
		<title>Space Ninja</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Space_Ninja&amp;diff=14111"/>
		<updated>2023-10-18T19:27:59Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
----&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
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 |bhcolour = white&lt;br /&gt;
 |ebcolour = 8B0000&lt;br /&gt;
 |img = Generic_ninja.png&lt;br /&gt;
 |stafftype = ANTAGONIST &lt;br /&gt;
 |jobtitle = Space Ninja&lt;br /&gt;
 |access = Basically anywhere&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = Spider Clan&lt;br /&gt;
 |duties = Energy sword everything, nom on electrical wires.&lt;br /&gt;
 |guides = This page&lt;br /&gt;
}}{{Notice|Ninja is disabled.}}{{Antag Dept header}}&lt;br /&gt;
&#039;&#039;Space Ninjas&#039;&#039; are a special type of ninja, specifically one of the space-faring type. The vast majority of space ninjas belong to the Spider Clan, a cult-like sect which has existed for several hundred years. The Spider Clan practice a sort of augmentation of human flesh in order to achieve a more perfect state of being and follow Postmodern Space Bushido. They also kill people for money. Their leaders are chosen from the oldest of the grand-masters, people that have lived a lot longer than any mortal man should. Being a sect of technology-loving fanatics, the Spider Clan have the very best to choose from in terms of hardware--cybernetic implants, exoskeleton rigs, hyper-capacity batteries, and you get the idea. Some believe that much of the Spider Clan equipment is based on reverse-engineered alien technology while others doubt such claims. Whatever the case, their technology is absolutely superb.&lt;br /&gt;
&lt;br /&gt;
The Space Ninja is a midround antagonist that can appear during most gamemodes, with a randomly selected ghost player being given control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Way of Ninjutsu==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
If you&#039;re reading this, congratulations! Fortune has decided to turn you into a 26th century agent worthy of the title &amp;quot;ninja&amp;quot;. You spawn in space near the station, in a suit of cyberpunk-esque ninja gear which provides your powers, with your trusty energy katana on your belt and a spider bomb in your pocket. &lt;br /&gt;
&lt;br /&gt;
All Space Ninjas spawn with six standard objectives, as well as a seventh to survive until the end of the round. You are not required to follow them, yet your &#039;&#039;&#039;NINJA HONOR&#039;&#039;&#039; demands you try.&lt;br /&gt;
&lt;br /&gt;
Compared to most antagonists, the Space Ninja is geared to be more of a sneaky saboteur than an outright killer. Although you have the means to fight opponents in &amp;quot;honorable&amp;quot; combat, you&#039;re given plenty of tools to instead wreak havoc from the shadows.&lt;br /&gt;
&lt;br /&gt;
===Your Equipment===&lt;br /&gt;
As a member of the Spider Clan, your technologically advanced, cybernetically-enhancing suit is everything to you, granting a somewhat intimidating amount of ability icons. The first thing to do as a Ninja is to &#039;&#039;&#039;press the suit icon to Initialize your suit&#039;&#039;&#039;. Doing so takes a few seconds, unlocks most of your abilities, and allows you to select your visual style. Attempting to initialize a suit as a non-ninja is a very &amp;lt;s&amp;gt;bad&amp;lt;/s&amp;gt; fun idea.&lt;br /&gt;
&lt;br /&gt;
Each part of your ninja suit provides a different vital function. Your &#039;&#039;&#039;ninja boots&#039;&#039;&#039; act as noslip shoes, your &#039;&#039;&#039;ninja mask&#039;&#039;&#039; gives enhanced vision, your &#039;&#039;&#039;ninja hood&#039;&#039;&#039; prevents the AI from tracking you, and the overall ensemble gives minor armor. However, wearing your suit &#039;&#039;&#039;prevents you from using guns&#039;&#039;&#039;, as you&#039;re too cool for that shit. It also doubles as a space suit, because it sure would suck to immediately freeze to death in the airless vacuum of space.&lt;br /&gt;
&lt;br /&gt;
Special mention goes to your &#039;&#039;&#039;ninja gloves&#039;&#039;&#039;, which enable several vital abilities and works like a cryptographic sequencer. &#039;&#039;&#039;Right-click&#039;&#039;&#039; with an empty hand to use the gloves on certain objects, such as airlocks, APCs or some objectives. &lt;br /&gt;
&lt;br /&gt;
On your belt is your signature ninja katana. In addition to being a powerful melee weapon and looking sick as hell, you can &#039;&#039;&#039;perform a Dash by right-clicking an empty space while holding the katana.&#039;&#039;&#039; Use this to actually reach the station from your starting position, and abuse the fact that you can teleport to any visible location. Dashing requires charges that automatically replenish over time. &lt;br /&gt;
&lt;br /&gt;
You also start with a &#039;&#039;&#039;spider bomb&#039;&#039;&#039; and an ordinary oxygen tank in your pocket. The bomb is used for one of your objectives, and can&#039;t be used for anything else. It functions identically to normal C4, but is much, much more powerful, and can only be placed in a specific location. Don&#039;t lose it.&lt;br /&gt;
&lt;br /&gt;
One important aspect of being a Ninja is the fact that &#039;&#039;&#039;your suit runs on electricity and consumes it for its many abilities.&#039;&#039;&#039; To recharge your power supply, make sure your gloves are enabled, and touch a power cell, wire, APC, SMES, cyborg, or other electricity-storing object to siphon energy. You can upgrade your maximum power source by enabling your gloves and &#039;&#039;&#039;using a better power cell on your suit torso&#039;&#039;&#039;, so be on the lookout for upgrades.&lt;br /&gt;
&lt;br /&gt;
While your suit generally USED to hold [[PAI|PAIs]] in it’s main processing unit, it no longer does. PAIs could help out with viewing ninja stats and help their master out with balancing things, but it does not anymore. It doesn’t mean you can’t put one in your pocket though. &lt;br /&gt;
&lt;br /&gt;
===Your Abilities===&lt;br /&gt;
As a Ninja, you have a vast array of useful tricks and abilities to help you &amp;lt;s&amp;gt;fuck with everybody else&amp;lt;/s&amp;gt; complete your objectives.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Katana&#039;&#039;&#039;: As mentioned, your katana has several vital functions.&lt;br /&gt;
**{{Rightclick}} &#039;&#039;&#039;Dash:&#039;&#039;&#039; Holding the katana in hand, you can dash to any visible, empty tile by right-clicking on your destination. You can reach anywhere you can see, including through doors and windows, but dashing is incredibly loud and obvious to anybody watching. Your suit stores three charges of Dash, and you restore them automatically over time, so don&#039;t spam them, or you might end up trapped with no escape.&lt;br /&gt;
**&#039;&#039;&#039;Recall Katana&#039;&#039;&#039;: If your katana is lost or stolen, use the &#039;&#039;Recall Katana&#039;&#039; ability on your hotbar to warp it back to your hand. The farther away it is, the more energy this costs, and if it&#039;s close enough you can damage enemies between you and your sword. The katana also does surprisingly respectable damage when thrown, so consider hurling it at Security and then recalling it when they try to pick it up.&lt;br /&gt;
**{{Leftclick}} &#039;&#039;&#039;Attack:&#039;&#039;&#039; Also, it&#039;s a sword. You can murder people with it by clicking them.&lt;br /&gt;
*&#039;&#039;&#039;Ninja Gloves&#039;&#039;&#039;: Your ninja gloves, likewise, have many important abilities, used by touching things with your bare hands. Used with right-click. &lt;br /&gt;
**&#039;&#039;&#039;Recharge your suit&#039;&#039;&#039; by touching an APC, SMES, wire, battery, etc with your bare hands. You must stay still to siphon electricity, and it produces a lot of noise and visible sparks. Using this on an APC visibly hacks it, which will inevitably lead to accusations of the AI being malfunctioning.&lt;br /&gt;
**Touching any door &#039;&#039;&#039;permanently hacks and opens it&#039;&#039;&#039;, as if it were a traitor&#039;s Airlock Authentication Override card. This has a low cooldown and unlimited use, and one of your objectives requires you to bust open a specific amount of doors. Open up all the vital, high-security areas on the station, or just open all the external airlocks! Keep in mind that if you hack a door that&#039;s bolted closed, it will remain bolted and become essentially unopenable without heavy force or deconstruction.&lt;br /&gt;
**You can &#039;&#039;&#039;shock and stun enemies for 3 seconds&#039;&#039;&#039; by touching them with your gloves. An important part of combat, especially since your stealth lets you sneak up to unaware crewmembers.&lt;br /&gt;
**By touching a cyborg and remaining uninterrupted for six seconds, you can &#039;&#039;&#039;convert the cyborg to your side&#039;&#039;&#039;. This can only be done once, and is one of your objectives.&lt;br /&gt;
**Likewise, using your gloves on a communications console and a security records console is necessary for your objectives. See below for details.&lt;br /&gt;
*&#039;&#039;&#039;Suit Powers&#039;&#039;&#039;: Finally, the suit offers several miscellaneous abilities.&lt;br /&gt;
**Phase Cloaking allows you to &#039;&#039;&#039;become nearly invisible&#039;&#039;&#039; by toggling it on your hotbar. Invisibility steadily drains your energy, but even with a base cell, you can afford to run around invisible for quite some time without using other abilities. Beware that &#039;&#039;&#039;taking damage while invisible disables your suit powers for 5 seconds&#039;&#039;&#039;, including the invisibility itself!&lt;br /&gt;
**EM Burst is a simple &#039;&#039;&#039;EMP in a large area around you&#039;&#039;&#039;, with the usual EMP effects. Cameras are disabled, cyborgs are stunned, energy weapons are drained and more. Use it in a pinch, but be aware it has a very hefty energy cost if you haven&#039;t upgraded your battery.&lt;br /&gt;
**You can &#039;&#039;&#039;create throwing stars in-hand&#039;&#039;&#039; at will. These stars are cheap to make, embed in your opponents, and deal constant stamina damage. Throw one at a lightly armored target, and you&#039;ll have a much easier time escaping or fighting them.&lt;br /&gt;
**Energy Net is used to &#039;&#039;&#039;trap a target in a green net&#039;&#039;&#039;. The net itself is destructible, and your target can and will slowly bludgeon it until they&#039;re free, so use it to disable people in one-on-one encounters. Ninjas used to be able to send netted crewmembers to &amp;lt;s&amp;gt;eternal weeaboo purgatory&amp;lt;/s&amp;gt; the Dojo, but it was destroyed in a freak carp accident and is no longer available.&lt;br /&gt;
**Adrenaline Burst lets you &#039;&#039;&#039;instantly remove slowing and stunning effects&#039;&#039;&#039;, as an emergency panic button if you find yourself losing a fight. You can only use this ability once before it must be refilled by using a container of 20u radium on your suit, and using it injects 5 radium directly into your bloodstream, so only use it in an emergency.&lt;br /&gt;
**You have a built in &#039;&#039;&#039;self destruct bomb&#039;&#039;&#039; that can be manually set off any time you decide being a ninja sucks and you&#039;d rather just die. Ideally, you should never push this button. The bomb will also go off if you&#039;re killed, to protect the ninja secrets of your clan, and also to make sure nobody takes your sick boots.&lt;br /&gt;
**Finally, your suit lets you &#039;&#039;&#039;check your own health and status&#039;&#039;&#039; anytime.&lt;br /&gt;
&lt;br /&gt;
===Your Objectives===&lt;br /&gt;
Ninjas always spawn with the same seven objectives (unless admin tomfoolery is afoot), and must use their wits, tools and skills to complete them. &amp;lt;s&amp;gt; Or just fuck around opening every door on the station, and then teleport into the turbine and die.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Convert a cyborg to aid in sabotaging the station.&#039;&#039;&#039; Using your ninja gloves with Special Interactions enabled, you can convert any cyborg by touching it and remaining still for six seconds. It&#039;s highly recommended to use your EMP to stun one long enough to do it, and make sure no crewmembers are around to interfere. If you succeed, the cyborg will nosily be transformed into a randomly-selected Syndiborg model (assault, medical or saboteur) and given equally nefarious laws. The resultant borg will essentially become an antagonist on its own, and can be left to its own devices once you&#039;re finished with it. Only one cyborg can be converted per round, so pick wisely, although you can still convert deactivated cyborgs or AI shells if you just want your greentext.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Steal X research nodes.&#039;&#039;&#039; Unlike a normal traitor, you don&#039;t have to fuss with technology disks to do this. Simply make your way to your friendly neighborhood RnD server (typically found on the bridge or in Science itself), and touch it with your gloves to begin downloading the data. You can only steal research the crew has actually unlocked, so consider doing this last if nobody&#039;s been researching, or even spending the research points yourself with the console.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doorjack X doors on the station.&#039;&#039;&#039; Again, touching any door with your gloves lets you permanently hack it open, and you have a quota of doors to break. You can easily meet this by safely cracking open all the maintenance doors, but if you want to cause real trouble, seek to break open the entrances to vital areas like the bridge, Security, Engineering, or the AI&#039;s upload. People will quickly realize a Ninja is on board if they find a massive amount of broken doors, however.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Detonate your spider bomb in a specific location.&#039;&#039;&#039; You&#039;re given a specific room on the station, and have to plant the bomb in your pocket there. You can only plant the bomb in the designated spot; use it in-hand to set the timer if you&#039;d like, put it on any wall or floor in the right room, and then run before it goes off. The blast radius is significant enough to seriously damage the area, and the difficulty of this objective varies depending on how accessible the target area is. It is very loud, so almost everyone will realize that someone bombed that area. This provides a great distraction.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Set everybody to arrest.&#039;&#039;&#039; By using your gloves on any security records console, you will begin to use your elite ninja hacking skills to access the security database. This process takes 20 seconds, and any active AIs will be alerted of your intrusion as soon as you begin, so make sure you&#039;re safe before starting! Once the process is complete, the security console&#039;s window will pop up, but your job is finished once the progress bar is complete, and everybody on the station will be set to Wanted, resulting in a headache for the AI and annoyances for everybody who walks by Beepsky. Remember that most stations have records consoles in the security posts in the various departments, so find an out of the way one if possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Call in another threat to the station.&#039;&#039;&#039; Just like the above, you can hack into a communications console by touching it with your gloves and remaining still for 20 seconds, with the AI being alerted. This time, if you manage to hack in, you&#039;ll instead trigger anther side antagonist, ranging from pirates to swarmers to Space Dragons. The crew will be alerted of the incoming threat, but whatever side antag you summon is likely to be a bigger round ender than you are, and proves an excellent distraction from your ninja activities. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Survive until the end.&#039;&#039;&#039; You wouldn&#039;t be a very good ninja if you died, now would you?&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* It&#039;s a good idea to upgrade your power cell at the earliest opportunity.&lt;br /&gt;
*Sometimes, you shouldn’t have to kill people. Be quiet as a mouse, and if anyone spots you, then they may consider keeping you a secret in exchange for you sparing them. After all, you &#039;&#039;ARE&#039;&#039;  a ninja.&lt;br /&gt;
*Want to capture someone, but can&#039;t find any non-lethal weaponry to subdue them with? Make some cable coils into cable restraints, then use your gloves to stun them while you cuff them. Use your EMP ability to disable their radios and prevent them from calling for help.&lt;br /&gt;
*You siphon the most power per tick from highly-charged SMES units.&lt;br /&gt;
*If the communication computer is guarded by security or command, you can perhaps break into Secure Tech Storage to make one. The doors may be bolted by the [[AI]], though, but there’s options to subvert them. As a alternative, your friendly borg you just hacked may be open to collaborating with you to unbolt the doors.&lt;br /&gt;
*Darkness is your ally. The night vision goggles on your face can be your most potent weapon.&lt;br /&gt;
*Adrenaline Boost should only be used in absolute emergencies.&lt;br /&gt;
*Your energy katana doesn&#039;t stun on the first hit, but your hands do.&lt;br /&gt;
*You&#039;ll have to eat often, since moving one step increments your hunger, and Space Ninjas move at a blistering fast pace thanks to their ninja shoes.&lt;br /&gt;
* Eating requires you de-initialize and remove your suit, which is a lengthy process during which you will be vulnerable. Stock up on high-quality food from the [[chef]] -- it&#039;s not common knowledge, but eating healthy food gives you a healthy metabolism, which makes you have to eat less and will also decrease the effects of the radium from the Adrenaline Boost ability.&lt;br /&gt;
*Beepsky will mess you up. EMP him.&lt;br /&gt;
* Being a Space Ninja is a careful balancing act of simultaneously paying attention to your objectives, your health, your nutrition, your suit&#039;s power level, and other resources. Make sure to take a look at your status once in a while, and maybe go [[Space|off station]] for a bit to eat the foods you stole from the chef.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 8B0000&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Needs revision]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Spider&amp;diff=14110</id>
		<title>Spider</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Spider&amp;diff=14110"/>
		<updated>2023-10-18T19:27:18Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 8B0000&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 8B0000&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 8B0000&lt;br /&gt;
 |img = Guard.png&lt;br /&gt;
 |stafftype = ANTAGONIST &lt;br /&gt;
 |jobtitle = Spider&lt;br /&gt;
 |access = None&lt;br /&gt;
 |difficulty = Easy to Medium&lt;br /&gt;
 |superior = The Broodmother, or xenobiologist that made your Broodmother sentient.&lt;br /&gt;
 |duties = Hunt down those carbons and make massive nests of webbing.&lt;br /&gt;
 |guides = This is the guide&lt;br /&gt;
}}{{Notice|Spiders are disabled.}}{{Antag Dept header}}&lt;br /&gt;
Giant Spiders are the worst thing a traitor xenobiologist can release, their sheer numbers and strength alone are enough to overwhelm an entire station.&lt;br /&gt;
&lt;br /&gt;
=Spiders=&lt;br /&gt;
&lt;br /&gt;
==Common Spiders==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFF3E5;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color:#894200;&#039; width=&#039;155px&#039;      |Name&lt;br /&gt;
! style=&#039;background-color:#894200;&#039; width=&#039;300px&#039;      |Damage&lt;br /&gt;
! style=&#039;background-color:#894200;&#039; width=&#039;75px&#039;       |Health&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#894200;&#039; |Notes&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Nurse.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Nurse Spider&lt;br /&gt;
|&#039;&#039;&#039;5-10&#039;&#039;&#039; Brute Damage, &#039;&#039;&#039;3u&#039;&#039;&#039; of Toxin&lt;br /&gt;
|40&lt;br /&gt;
|While having pitiful damage and almost no health, this spider is the only type that can heal allies and spin webs four times faster than others.&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Hunter.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Hunter Spider&lt;br /&gt;
|&#039;&#039;&#039;10-20&#039;&#039;&#039; Brute Damage, &#039;&#039;&#039;5u&#039;&#039;&#039; of Toxin&lt;br /&gt;
|120&lt;br /&gt;
|This spider has decent health and great speed, but it&#039;s true boon is it&#039;s attacks. They&#039;re good damage and they inject so much toxin that ensures that if you don&#039;t kill them, the toxins will. People can still outrun you, so a good strategy is laying a ton of webbing in an important spot on the station and then killing anyone who dares enter the web. They&#039;re get stuck trying to escape while you bite them, basically guaranteeing a kill. Remember to give the bodies to broodmother spiders.&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Guard.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Guard Spider&lt;br /&gt;
|&#039;&#039;&#039;15-20&#039;&#039;&#039; Brute Damage, &#039;&#039;&#039;5u&#039;&#039;&#039; of Toxin&lt;br /&gt;
|200&lt;br /&gt;
|This spider has a whopping amount of health and more consistent damage than the hunter. They&#039;re fairly slow, though, so they&#039;re better for killing people who attack you or the nest, instead of killing people who run away.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Uncommon Spiders==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFF3E5;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color:#894200;&#039; width=&#039;155px&#039;      |Name&lt;br /&gt;
! style=&#039;background-color:#894200;&#039; width=&#039;300px&#039;      |Damage&lt;br /&gt;
! style=&#039;background-color:#894200;&#039; width=&#039;75px&#039;       |Health&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#894200;&#039; |Notes&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Midwife.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Broodmother&lt;br /&gt;
|&#039;&#039;&#039;5-10&#039;&#039;&#039; Brute Damage, &#039;&#039;&#039;3u&#039;&#039;&#039; of Toxin&lt;br /&gt;
|40&lt;br /&gt;
|First one can set directive for other spiders, besdies that, can lay normal eggs, empowered eggs (after cocooning something) and speak to all spooders&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Viper.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Viper&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039; Brute Damage, &#039;&#039;&#039;15u&#039;&#039;&#039; of Venom&lt;br /&gt;
|40&lt;br /&gt;
|It has nurse-level health, and laughable melee damage, but a hilariously deadly venom. Four bites and they&#039;ll be dead on the spot, 3 and they&#039;ll need almost immediate medical attention or they&#039;ll die. Inject enough and it&#039;ll be turning into histamine in their system, which turns venom&#039;s great damage into something unreal.&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Tarantula.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Tarantula&lt;br /&gt;
|&#039;&#039;&#039;35-40&#039;&#039;&#039; Brute Damage&lt;br /&gt;
|300&lt;br /&gt;
|Very slow but fast on webs, has an extreme amount of health and damage. Stay near the webs, dammit! Can charge if they right-click on a tile. Otherwise, they work like guards. No poison.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Spiders==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFF3E5;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color:#894200;&#039; width=&#039;155px&#039;      |Name&lt;br /&gt;
! style=&#039;background-color:#894200;&#039; width=&#039;300px&#039;      |Damage&lt;br /&gt;
! style=&#039;background-color:#894200;&#039; width=&#039;75px&#039;       |Health&lt;br /&gt;
! class=&amp;quot;unsortbale&amp;quot; style=&#039;background-color:#894200;&#039; |Notes&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:Flesh Spider.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Flesh Spider&lt;br /&gt;
|&#039;&#039;&#039;10-20&#039;&#039;&#039; Brute Damage, &#039;&#039;&#039;5u&#039;&#039;&#039; of Toxin&lt;br /&gt;
|50&lt;br /&gt;
|A specialized hunter spider variant produced from the [[Changeling]] spread infestation ability. Unlike other spiders, it is self sufficient and can heal by attacking itself. Flesh spiders are hostile to all other lifeforms and can attack discriminately.&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
![[File:icespider.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Ice Spiders&lt;br /&gt;
|&#039;&#039;&#039;Varying&#039;&#039;&#039; Brute Damage, Injects &#039;&#039;&#039;Frost Oil&#039;&#039;&#039;&lt;br /&gt;
|Varies&lt;br /&gt;
|Giant spiders immune to temperature damage, allowing them to survive in hazardous places. These spiders cannot be seen in-game outside of divine intervention.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spiderlings==&lt;br /&gt;
This is a baby spider, created by either hydroponics trays, or strange alien organs. They have a suprisingly high amount of health and they move around fast, but don&#039;t attack and are not player controlled. They will run around for awhile until they grow into a big spider. They can and most certainly will use vents, so they&#039;re very good at not getting killed.&lt;br /&gt;
&lt;br /&gt;
==So you&#039;re a spider==&lt;br /&gt;
&lt;br /&gt;
It seems science has gone too far! The spider will, depending on it&#039;s type, either go around killing, or laying eggs for the next generation of killers, or both. Some are better at the former, and others are better at the latter.&lt;br /&gt;
&lt;br /&gt;
===Objectives===&lt;br /&gt;
&lt;br /&gt;
The most important thing for spiders is ensuring that there will be another generation for the spiders. If you&#039;re just starting out, getting your first kill is the most important part of ensuring the survival of your species as enriched eggs can grow into new broodmother spiders to produce eggs.&lt;br /&gt;
If you came from xenobiology, follow your directives, damnit! They are your most important objective, more so than other spiders.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
====Webbing====&lt;br /&gt;
&lt;br /&gt;
This ability is used by all spiders, and by god is it great. Placing webbing will have a chance to prevent carbons from moving. Only decent, right? Well, it gets even better; webs can block all projectiles, such as laser shots or shotgun pellets, from passing through them.&lt;br /&gt;
&lt;br /&gt;
==== [[File:Midwife.png|64px|class=pixelart]] Broodmother Spiders ====&lt;br /&gt;
&lt;br /&gt;
The heart of the spiders. Keep the broodmother safe; if they die there will be no more eggs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wrap Prey&#039;&#039;&#039; - Activate to wrap a nearby human in a cocoon, sucking out their inner fluids and killing them. Doing this will allow you to lay an enriched egg cluster.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lay Eggs&#039;&#039;&#039; - Causes you to lay a cluster of eggs. These eggs will soon mature, and ghosts can use them to spawn as one of the three common spider types. This is your most important ability, and you should be using it as often as possible to keep your nest secure!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lay Enriched Eggs&#039;&#039;&#039; - Create a cluster of purple eggs. These will grow into one of the three uncommon spider types, which are far stronger. Keep a steady supply of these, as they are nessecary for creating new Broodmothers if the original happens to die.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Set Directive&#039;&#039;&#039; - Use to establish a directive for your spider babies to &amp;lt;s&amp;gt;ignore&amp;lt;/s&amp;gt; follow.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Command&#039;&#039;&#039; - Sends a message in big purple text to all living spiders. Good for coordinating attacks.&lt;br /&gt;
&lt;br /&gt;
==== [[File:Nurse.png|64px|class=pixelart]] Nurse Spiders ====&lt;br /&gt;
&lt;br /&gt;
A nessecary support role for every spider nest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lay Web&#039;&#039;&#039; - Nurse Spiders can lay webs four times faster than other spider types.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mending&#039;&#039;&#039; - On top of this, Nurse spiders are capable of healing other spider types by attacking them.&lt;br /&gt;
&lt;br /&gt;
==== [[File:Tarantula.png|64px|class=pixelart]] Tarantulas ====&lt;br /&gt;
&lt;br /&gt;
Able to soak up enemy fire with its huge health pool, making it a powerful protector role. Stay on the webs and work with the Nurse! They also excel at destroying structures, airlocks, or whatever obstacle may be in its way.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Web Movement&#039;&#039;&#039; - Tarantulas move at a normal speed while in webbing, but are extremely slow when they&#039;re not.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charge&#039;&#039;&#039; - An ability unique to Tarantulas. Activating it allows you to charge at a target at increased speeds. If you hit your target, you&#039;ll knock them to the floor. Otherwise, you&#039;ll stun yourself.&lt;br /&gt;
&lt;br /&gt;
==Fighting the spiders==&lt;br /&gt;
&lt;br /&gt;
===Kill the Broodmothers===&lt;br /&gt;
&lt;br /&gt;
Remember, only Broodmother spiders can reproduce. If you kill all of them, you&#039;ve already won. And, on top of that, they&#039;re easy to kill if you&#039;re careful. With only 40 health, a couple swings with any decent blunt weapon will take them out. They still are venomous so even if you kill them they can really injure you with toxins, so carry some [[Guide_to_chemistry#Medicines|medicines]]. Avoid other spiders if you can, as they&#039;re the ones who can wreck you.&lt;br /&gt;
&lt;br /&gt;
===Flood with space===&lt;br /&gt;
&lt;br /&gt;
Spiders still breathe, which makes getting a spacesuit and removing the station&#039;s air pretty viable. Now, obviously, this will incur the ire of your fellow spacemens, so it&#039;s more of a last resort. It does do a stellar job of killing spiders, though, as they can&#039;t put on a spacesuit. If you want to kill a lot of spiders without also turning your space station into a spaced station, you could just...&lt;br /&gt;
&lt;br /&gt;
===Avoid webbing===&lt;br /&gt;
&lt;br /&gt;
Spider&#039;s webbing is their bread and butter. If they can&#039;t fight you, which hopefully is the case, the smart ones will recede back into their webbing and taunt you. Don&#039;t fall for it! Once you enter the webbing, the spider can destroy you, as you cannot move in some of the bigger webs.&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 8B0000&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Xenos&amp;diff=14109</id>
		<title>Xenos</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Xenos&amp;diff=14109"/>
		<updated>2023-10-18T19:26:22Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 8B0000&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 8B0000&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 8B0000&lt;br /&gt;
 |img =  Alien.png&lt;br /&gt;
 |stafftype = ANTAGONIST&lt;br /&gt;
 |jobtitle = Xenomorph&lt;br /&gt;
 |access = None&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = The Queen&lt;br /&gt;
 |duties = Protect the queen, build the nest, multiply and overthrow the station.&lt;br /&gt;
 |guides = This is the guide&lt;br /&gt;
}}{{Notice|Xenomorphs are disabled}}{{Antag Dept header}}&lt;br /&gt;
==The Xeno Menace==&lt;br /&gt;
&lt;br /&gt;
Xenomorphs, occasionally known as simply Aliens, are extraterrestrial lifeforms that use other living beings as a host during their life cycle. With black carapaces and wicked sharp claws, powerful night vision, and the ability to see people through walls, xenomorphs are extremely dangerous. They are intelligent and capable of speaking to one another via hivemind, as well as using co-operative tactics, and pose a massive threat to stations if left unchecked.&lt;br /&gt;
&lt;br /&gt;
Xenomorphs most commonly enter a round via random event, with a larva spawning on-station and a random ghost player being given the role; [[Wizard|wizardly shenanigans]] may also result in crew members becoming xenos, and on very rare occasions an egg might find its way into certain [[Xenobiology]] setups. As a midround antagonist, xenomorphs can appear during most other types of rounds rather than having their own game mode, and have no explicit objectives other than working together to build a nest, grow in numbers, and eventually &amp;lt;s&amp;gt;force the crew to call the shuttle like cowards&amp;lt;/s&amp;gt; take over the station.&lt;br /&gt;
&lt;br /&gt;
==The Xenomorph Life Cycle== &lt;br /&gt;
&lt;br /&gt;
[[File:Facehugger.png|left|You are already dead.|64px|class=pixelart]]&lt;br /&gt;
The lowliest form of Xenomorph is the humble facehugger, the only type of xenomorph not usually player-controlled. Facehuggers hatch from eggs laid by Queens, and on their own simply meander around. If they come close to appropriate prey, typically humans or monkeys, they will launch themselves at their targets, ripping off most (but not all) forms of face protection and aggressively violating their victim&#039;s esophagus. The facehugger dies afterwards, but their target will have an alien larva planted inside them, which will fatally burst out of their chest after some time. Note that facehuggers act as pseudo-items, and can be picked up by mature xenomorphs to throw at prey.&lt;br /&gt;
&lt;br /&gt;
[[File:Larva.png|left|See? What did I tell you?|64px|class=pixelart]]&lt;br /&gt;
Also known as chestbursters, Larva are violently born from the bodies of those who fall prey to facehuggers. When a larva is born, a random ghost player takes control of it, joining the xenomorphs and adding to their growing army. Larva are relatively helpless, having no real offensive capability; instead, they must stay alive long enough to grow into an adult xenomorph. They can crawl through vents to escape danger, and hide under tables to avoid detection. Once they&#039;ve grown enough, they can become one of three types of xeno: hunters, sentinels, and drones.&lt;br /&gt;
&lt;br /&gt;
[[File:Alien.png|Now everyone is dead.|64px|class=pixelart]]&lt;br /&gt;
The offensive backbone of the xenos, Hunters move at blistering speed and can tackle down their unlucky opponents for quick stuns. Hunters are typically tasked with securing new prey by ventcrawling through the station, facehuggers in hand, looking for lone crew members to throw them at. They&#039;re also the best class for starting new outposts and spreading plasma weeds, due to their speed.&lt;br /&gt;
&lt;br /&gt;
[[File:Aliensentinel.png|Now everyone is dead.|64px|class=pixelart]]&lt;br /&gt;
Defensive guards of the nest, Sentinels are slower and beefier than Hunters, and can become partially invisible by staying still. Their abilities recharge quicker than Hunters&#039;, and they usually stay near nests, keeping any captured humans from escaping and protecting the Drones.&lt;br /&gt;
&lt;br /&gt;
[[File:Aliendrone.png|Now everyone is dead.|64px|class=pixelart]]&lt;br /&gt;
The most important type of xenomorph, second only to the Queen, Drones are the builders of the xenomorphs. They can construct resin walls to block pathways, resin nests to keep prey secured, and other such structures. Drones are also the only adult xenomorph capable of further evolution, into a Praetorian.&lt;br /&gt;
&lt;br /&gt;
[[File:Queen.png|left|Nuke the station out of orbit. It&#039;s the only way to be sure.|64px|class=pixelart]]&lt;br /&gt;
Praetorians share many of the same abilities as Queens, without the ability to lay eggs. If none exist on the station, Praetorians can evolve into Queens themselves. Each xenomorph colony only has one Queen, and each is a massive engine of destruction, though their real power is in the ability to lay eggs. A nest with no Queen is crippled, and a colony with no Queens, Praetorians or Drones is effectively neutered. Both Praetorians and Queens are also incredibly slow, and the only aliens who can&#039;t ventcrawl.&lt;br /&gt;
&lt;br /&gt;
==Playing As The Xenomorphs==&lt;br /&gt;
[[File:Alienshuttle2.png|right|470px]]&lt;br /&gt;
So, you finally got your chance to spawn as a xenomorph? Take a look at the picture: this could be you and your xeno bros, as long as you know what you&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
Nine times out of ten, you&#039;ll enter the round as a Larva. Larvae are weak as shit, and have the singular goal of surviving long enough to become a productive member of xeno society. All xenomorphs can communicate on the hivemind channel with &#039;&#039;&#039;:a&#039;&#039;&#039;, so try to communicate with anybody else present. If you&#039;re lucky, you&#039;ll have spawned in a nest, with at least one or two other adult xenomorphs present to protect you and plenty of plasma weeds to roll around in.&lt;br /&gt;
&lt;br /&gt;
If you aren&#039;t, you&#039;ll be alone, with nobody around to help. Get the fuck to safety! You can hide under tables and crawl through vents (by alt+clicking). As with all xenomorphs, you&#039;re also spaceproof, so chilling on the solars is a good plan. Once you&#039;ve survived long enough, you can evolve into your chosen caste.&lt;br /&gt;
&lt;br /&gt;
No matter which xeno type you become, plasma is your first priority. All adult xenomorphs build up plasma over time, and can spend it to plant weeds. Weeds spread resin around them, and standing on resin boosts your plasma production. Start planting weeds ASAP, and make sure that xeno territory is nice and purple to speed up your recharging time.&lt;br /&gt;
&lt;br /&gt;
Many adult xenomorphs also have access to Corrosive Acid and/or Neurotoxin Spit. Spewing Corrosive Acid onto a structure or object will cause it to slowly melt away, depending on how tough it is. Use it to destroy even the toughest walls, break into secure areas, and generally remodel the station to be more xeno-friendly. Neurotoxin Spit is a ranged stun; to use it, click the ability to ready your gland, then click your target to fire. Both of these abilities use plasma, so make sure you have weeds handy to recharge.&lt;br /&gt;
&lt;br /&gt;
Additionally, all adult xenomorphs have night vision, can see humans through walls, and can loudly rip open airlocks to access prey.&lt;br /&gt;
&lt;br /&gt;
===Episode 1: The Xenos Awaken===&lt;br /&gt;
If you&#039;re the only xenomorph alive, &#039;&#039;&#039;for the love of god become a Drone&#039;&#039;&#039;. Being the first xeno means it&#039;s your responsibility to bring more xenomorphs to life, and that means you need to evolve into a Queen as soon as possible; spend a bit of plasma to lay down weeds and resin, then sit your ass down and meditate until you unlock your chakra and also get enough plasma to evolve. If you&#039;re the only Larva and you evolve into a Hunter, deadchat will dunk on you mercilessly. Also remember that becoming a Praetorian or Queen removes your ability to ventcrawl, so find somewhere safe &#039;&#039;before&#039;&#039; growing up.&lt;br /&gt;
&lt;br /&gt;
Being the Queen can be intimidating at first, but the most important thing to do is stay calm and start building a nest. Stay out of sight of the humans, and start plotting where you want to grow your army; ideally, you want somewhere out of the way, defensible, and most importantly with plenty of room to lay eggs. Make sure to hack apart any cameras if you&#039;re in a place the AI can see, and consider breaking a window or two to let all the atmosphere out so humans need to bring spacesuits if they want to come knocking.&lt;br /&gt;
&lt;br /&gt;
Once your weeds are down and the floor is creep-y, start devoting all of your plasma energy to shitting out eggs, and hope that nobody comes to toolbox you to death before the facehuggers have hatched. Click fully grown eggs to open them up, click them again to clear them away when the facehugger is out, and plant more. Never stop egging. &lt;br /&gt;
&lt;br /&gt;
When you have a nice pile of eggs and facehuggers, it&#039;s time to hunt. If you managed to avoid detection, your best bet is to grab a facehugger in each hand and start moving towards a location with monkeys; [[Virology]] and [[Genetics]] are two possibilities, depending on what map you&#039;re playing on. Monkeys won&#039;t fight back, so you can spacewalk to them, break in through a window, throw your huggers, then drag the apes back to the nest.&lt;br /&gt;
&lt;br /&gt;
Of course, you can also go for humans; if you manage to hit one with a thrown hugger, there&#039;s a good chance they&#039;ll instantly be downed and penetrated. Competent medical staff can surgically remove larva from people if they&#039;re fast enough, so drag them to the nest if you can, but prioritize staying alive above all else, because if you die with no successors, it&#039;s game over, man. &lt;br /&gt;
&lt;br /&gt;
Remember that Queens are quite robust, and use your tail swing ability to knock away attackers in an emergency; it&#039;s extremely powerful, but has a notable cooldown. Most humans without proper gear will lose a melee fight to a Queen, but the real threat comes from ranged attackers; you&#039;re fat and slow as hell, and throwing facehuggers is really your only option at range. If a cyborg is on your giant alien ass, or a human gets in melee range, attack them with your Disarm intent to stun, then rip them apart.&lt;br /&gt;
&lt;br /&gt;
If you manage to get a single new larva on your side, they&#039;re at least a little competent, and you aren&#039;t under immediate siege by the humans, you can breathe a sigh of relief. Just having one Hunter to do the reproducing while you chill at home and egg it up is a load off your shoulders, and you can pretty much retire to a life of pumping out babies and hoping you don&#039;t get shot to death by the Warden.&lt;br /&gt;
&lt;br /&gt;
===The Hunter And The Hunted===&lt;br /&gt;
If you aren&#039;t the first xenomorph, you actually get to pick which caste you want to be. A Hunter is a good choice for the second xenomorph of any given nest, as they&#039;re the best at, well, hunting. For starters, you&#039;re fast as hell as a Hunter, and ventcrawling lets you get to all sorts of places. Remember to bring a facehugger in each hand whenever you leave the nest to try and throw at humans!&lt;br /&gt;
&lt;br /&gt;
The signature move of the Hunter is the ability to pounce. With your pounce readied, click on a target, and you&#039;ll fly at them from a distance, heavily stunning them if you make contact. Beware of humans with shields, or you&#039;ll be the one stunned when you ram into them. Once they&#039;re stunned, slap a facehugger on your target and drag them away from safety, attacking them on Disarm intent to keep them down. Don&#039;t be afraid to drop them if you need to retreat, and remember that you can rip open airlocks and quickly destroy many machines and structures to sabotage the crew and make a getaway. Don&#039;t forget to plant weeds as well, as you can quickly make xeno-friendly pit stops for your fellow aliens across the station.&lt;br /&gt;
&lt;br /&gt;
Hunters can also spit neurotoxin from a distance, giving them a semi-reliable way to stun humans when pouncing is too risky. Compared to other xenomorphs, their plasma reserves are smaller, so make your shots count! Finally, remember to strip your prey of their items, especially their radios.&lt;br /&gt;
&lt;br /&gt;
===The Xeno Shitcurity===&lt;br /&gt;
Sentinels are often the rarest type of xeno; Hunters are the best for aggressive hunting and killing, and Drones are the ones who get to build. If you choose to become a Sentinel, your primary goal is to protect the nest and keep an eye on any still-living prisoners the Hunters drag in. If any of them start to wriggle free of their bindings, shove them back down until their Larva finish exploding out of their chest cavities.&lt;br /&gt;
&lt;br /&gt;
Although you don&#039;t have the speed of a Hunter, you can hold much more plasma, and recharge much faster than they do. This makes it much more practical to abuse your Neurotoxin Spit on intruders. You can also use Corrosive Acid more often, so help your Drone friends get rid of  any inconvenient walls.&lt;br /&gt;
&lt;br /&gt;
Sentinels have the unique ability to become partially invisible; simply toggle the ability on and fade from view. For best results, stand on resin floors, so you blend in almost perfectly. Stand guard near the entrance, out of sight, and chomp down on anybody who dares enter.&lt;br /&gt;
&lt;br /&gt;
===Erectin&#039; A Membrane===&lt;br /&gt;
If there&#039;s already a Queen, being a Drone means you get to actually do Drone things. Drones have the ability to shape several useful structures to build and flesh out a hive.&lt;br /&gt;
&lt;br /&gt;
Resin Walls act as normal walls, letting you build mazes or barricade entryways into the nest. Resin Membranes are tough alien windows; being able to see outside can be useful, but remember that the humans can see in as well. Resin Nests act like beds, and any live humans the Hunters bring to the nest should be &#039;buckled&#039; to them while their Larva gestate. You should also smash lights, break cameras, depressurize rooms, and generally make the nest as hostile to humans as you can.&lt;br /&gt;
&lt;br /&gt;
Just because you&#039;re a Drone doesn&#039;t mean you can&#039;t fight, although you should ideally be letting the Hunters and Sentinels do it. If the nest is under assault and nobody else is around, it&#039;s up to you to protect dat fukken Queen.&lt;br /&gt;
&lt;br /&gt;
If the Queen dies, a Drone is going to have to put on their big girl pants and start evolving, though there&#039;s a hefty period after a Queen&#039;s death before any more can be created. If you&#039;re the only Drone, or even the only survivor, it&#039;s going to be you; thankfully, being a Queen is much less stressful if you already have a safe nest. If not, run to safety, drop some weeds, evolve up, and start laying eggs, bucko.&lt;br /&gt;
&lt;br /&gt;
==Fighting The Purple Tide==&lt;br /&gt;
You&#039;re a spaceman, minding your own business on Space Station 13, when suddenly you see a purple hostile creature float by your window, followed by the AI screaming about xeno scum and the Captain yelling about calling the shuttle. What do?&lt;br /&gt;
&lt;br /&gt;
The first thing you should do: weld the goddamn vents! Take a welding tool, ideally slap on some eye protection, and get welding to every scrubber and vent in your workplace. Xenos can&#039;t pop out of welded vents, meaning doing so cuts off their ability to show up behind you and slap you with a face full of alien wing-wong. Not having any fresh air is usually a worthy price to pay, since established xeno nests are almost always a near-round ending threat.&lt;br /&gt;
&lt;br /&gt;
If you can, find some sort of protective headgear, or hand it to people running off to fight the xenos. Facehuggers can rip off most masks, but bio hoods, riot helmets, hardsuit helmets, space helmets, flipped-down welding masks and more can protect your delicate, tender orifices. If somebody stupid enough to come unprepared gets a facehugger to the face next to you, you might be able to stop the infection by removing it from them fast enough.&lt;br /&gt;
&lt;br /&gt;
Xenos have a notable weakness to fire, meaning if you can manage to avoid burning yourself and your crewmates to death, flamethrowers can be effective. Otherwise, use energy weapons, followed by traditional guns; in a class A emergency, plasmaflooding and incinerating xeno nests &#039;&#039;might&#039;&#039; be worth the collateral, but at least warn your allies before doing so. Welding tools are technically effective weapons, but unless you&#039;re robust as shit, getting into a melee tangle with a xeno is probably a bad idea. Remember that Larva are weaklings, and beat up any you manage to catch alone.&lt;br /&gt;
&lt;br /&gt;
If you or a friend ends up infected, you have a small window of opportunity to try and preserve them. Alien embryos can be surgically removed if you have Medbay access and you&#039;re fast enough to do the procedure; if you&#039;re going for it, weld the surgery room&#039;s vents and be ready to beat the shit out of the Larva if it pops out prematurely. Remember that even if the host dies, the Larva will still burst out, and hurling an infested body into space is only delaying the xeno&#039;s inevitable return.&lt;br /&gt;
&lt;br /&gt;
Xenomorphs love to abuse the fact that they&#039;re spaceproof and you aren&#039;t, but if you can get your hands on a spacesuit and a jetpack, flying around and attacking from space with guns can be effective. Make them regret busting open those windows!&lt;br /&gt;
&lt;br /&gt;
Because they don&#039;t have human rights, Engineering cyborgs dragging welder fuel tanks into xeno nests and blowing them up with their welding tools is a classic anti-xeno tactic, and if things are going to hell anyway, Toxins can toss in a few bombs. Geneticists who can give their most robust allies spaceproofing and hulk genes can be game changers, and Cargo really should be ordering guns in situations like these. If you somehow have the time or foresight to have them ready, Roboticists can build combat mechs.&lt;br /&gt;
&lt;br /&gt;
If all else fails, have a scrappy young crew member walk up to the xeno nest in a RIPLEY; the Queen is obligated under Space Law to engage in a 1v1 duel for the fate of the station.&lt;br /&gt;
&lt;br /&gt;
===Xeno Man, Xeno Man, Does Whatever Xenos Can===&lt;br /&gt;
If you manage to kill a xenomorph, you can surgically extract their internal organs. Alien organs sell for big bucks when shipped off by Cargo, but more importantly, they can be implanted into humans to grant xeno abilities!&lt;br /&gt;
&lt;br /&gt;
Because the only thing better than a clown is a clown with an ovipositor, capable of laying facehugger eggs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 8B0000&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Blob&amp;diff=14108</id>
		<title>Blob</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Blob&amp;diff=14108"/>
		<updated>2023-10-18T19:25:37Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
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 |hcolour = white&lt;br /&gt;
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 |bhcolour = white&lt;br /&gt;
 |ebcolour = 8B0000&lt;br /&gt;
 |img = Blob_core.gif&lt;br /&gt;
 |stafftype = ANTAGONIST &lt;br /&gt;
 |jobtitle = Blob&lt;br /&gt;
 |access = Anywhere you can eat your way into.&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = N/A&lt;br /&gt;
 |duties = Grow as large as possible&lt;br /&gt;
 |guides = This is the guide&lt;br /&gt;
}}&lt;br /&gt;
{{Antag Dept header}}&lt;br /&gt;
&#039;&#039;&#039;Blob&#039;&#039;&#039; is a random event where a large blob infests the station and starts destroying everything its path, including hull, fixtures and creatures. The crew must destroy the blob to prevent it from destroying a pre-determined amount of the station, currently 400 tiles. Once the blob reaches critical mass, the blob has a minute or so to absolutely devour the station with its now insane spread rate and infinite resources. Only thing to do as crew at that point is to launch yourself to lavaland in an escape pod.&lt;br /&gt;
&lt;br /&gt;
==Mean Green Mother From Outer Space==&lt;br /&gt;
&lt;br /&gt;
In the blob game mode, players start off as blob overminds, who must find a secluded location to place their core. As the overmind, you can place the core with the &#039;Jump to Core&#039; button in the lower right, after a few minutes of preparation time.&lt;br /&gt;
&lt;br /&gt;
===OH SHIT I&#039;M A BLOB WHAT DO I DO===&lt;br /&gt;
&lt;br /&gt;
So you&#039;re a blob. Open the status tab. You have a minimum time of one minute before you can spawn, and a maximum time of 6 minutes until you will forcefully be spawned on your current location. You can move around freely and invisibly until you spawn. Try to find a secluded spot with no cameras. Also remember, nearby walls will automatically be destroyed the first few minutes from blob tiles created by your core. Talking normally will send a message to your blob hivemind channel. Your presence will be announced to the crew once you either reach a 75 tile size threshold or 10 minutes have passed since you spawned.&lt;br /&gt;
&lt;br /&gt;
===Positioning===&lt;br /&gt;
Positioning is extremely key to winning as a Blob. Improper positioning can result in you being barraged by emitters or quickly found and killed. Main hallways and maint areas too close to main hallways tend to be bad choices to burst in.&lt;br /&gt;
&lt;br /&gt;
You should go position yourself near the place you want your core. You have exact timers of how long you have until you can manually place your core and until the core will be automatically placed for you.&lt;br /&gt;
&lt;br /&gt;
You cannot move onto space or shuttles until your core is placed.&lt;br /&gt;
&lt;br /&gt;
The best place for your core is in an inaccessible area, decreasing the chance of being spotted and being contained. Think along the lines of good [[Xeno]] hiding spots. Public hallways are bad. Out-of-the-way places that require elevated access are good. Chokepoints are good. It can also be strategic to spawn in places that will cripple the crew once you destroy them, like telecomms or science.&lt;br /&gt;
&lt;br /&gt;
You cannot place your core on top of dense walls or objects, and if there is anyone nearby you will also be unable to place your core.&lt;br /&gt;
&lt;br /&gt;
Try not to place your core where it can be trivially shot from space. You can&#039;t easily get to people who are in space and hardsuits and EVA suits are easy to come by. Remember that lasers go through glass. Then remember that x-ray lasers go through walls.&lt;br /&gt;
&lt;br /&gt;
===Blob Chemicals===&lt;br /&gt;
&lt;br /&gt;
Blobs are made of chemicals. These affect the color of the blob tiles, blobbernauts and blob spores, as well as the effects of their their attacks (which count as [[Guide_to_chemistry#Reagent_Delivery|vapor]]). You start with a free chemical reroll, and get another after a few minutes of cooldown. Every time you reroll you get to choose between 5 randomly selected chemicals. These are the available chemicals you can get:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#F5FAEA;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;155px&#039;|Name&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;48px&#039;|Color&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;300px&#039;|Attack Effects (Blobbernauts deal 80%)&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;300px&#039;|Positive Effects&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;300px&#039;|Negative Effects&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Blazing Oil&lt;br /&gt;
|style=&#039;background-color:#B68D00&#039; |&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039; Brute Damage, &#039;&#039;&#039;20&#039;&#039;&#039; Burn Damage, Lights targets on Fire and makes them scream&lt;br /&gt;
|When hit with Burn Damage emits a Burst of Flame, Immune to Fire&lt;br /&gt;
|Weak to Water&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Cryogenic Poison&lt;br /&gt;
|style=&#039;background-color:#8BA6E9&#039; |&lt;br /&gt;
|&#039;&#039;&#039;10&#039;&#039;&#039; Brute Damage, Injects 7.5u [[Guide_to_food_and_drinks#Frost_Oil|frost oil]], 7.5u [[Guide_to_food_and_drinks#Ice|ice]], and also 7.5u of its own poison that deals 0.5 toxin, burn, and brute damage about every 2 seconds. &lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Debris Devourer&lt;br /&gt;
|style=&#039;background-color:#8B1000&#039; |&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039; Brute Damage?&lt;br /&gt;
|&lt;br /&gt;
* Absorbs items on tiles it moves onto. &lt;br /&gt;
* When attacking, has a chance to throw items at the target. &lt;br /&gt;
* Blobbernauts also have this ability. &lt;br /&gt;
* Spores explode with 3 random objects from the blob on death. &lt;br /&gt;
* Depending on a ratio of items collected to the size of the blob, grants a damage resistance which grows larger with more items, capped at 10.&lt;br /&gt;
|N/A&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Electromagnetic Web&lt;br /&gt;
|style=&#039;background-color:#83ECEC&#039; |&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039; Brute Damage, &#039;&#039;&#039;25&#039;&#039;&#039; Burn Damage, 20% chance to EMP Targets&lt;br /&gt;
|Causes EMP if killed by melee, bullets or lasers&lt;br /&gt;
|Takes &#039;&#039;&#039;25%&#039;&#039;&#039; More Burn Damage and Full Brute Damage&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Energized Jelly&lt;br /&gt;
|style=&#039;background-color:#EFD65A&#039; |&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039; Brute Damage, &#039;&#039;&#039;15&#039;&#039;&#039; Oxygen Damage, &#039;&#039;&#039;30&#039;&#039;&#039; Stamina Damage. Prevents Breathing for a few seconds. &lt;br /&gt;
|Immune to Tesla&lt;br /&gt;
|Takes Burn Damage from EMPs&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Explosive Lattice&lt;br /&gt;
|style=&#039;background-color:#8B2500&#039; |&lt;br /&gt;
|&#039;&#039;&#039;20&#039;&#039;&#039; Brute Damage to Target, &#039;&#039;&#039;10&#039;&#039;&#039; Brute Damage to Nearby Mobs&lt;br /&gt;
|Spores and zombies explode on death. Immune to Explosions. &lt;br /&gt;
|Takes &#039;&#039;&#039;50% &#039;&#039;&#039;More Damage from Fires and Tesla&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Networked Fibers&lt;br /&gt;
|style=&#039;background-color:#CDC0B0&#039; |&lt;br /&gt;
|&#039;&#039;&#039;20&#039;&#039;&#039; Brute Damage, &#039;&#039;&#039;15&#039;&#039;&#039; Burn Damage&lt;br /&gt;
|Can only expand manually (by clicking). Can only expand next to core or nodes. Manual expansion near your Core/node &#039;&#039;&#039;moves the core/code&#039;&#039;&#039; to that tile. Core regenerates health 2.5 times faster than other chemical types. Nodes and core produce extra resources instead of producing Blob Tiles. Remember you can alt+click on a blob tile to remove it, in case you get stuck. &lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Pressurized Slime&lt;br /&gt;
|style=&#039;background-color:#AAAABB&#039; |&lt;br /&gt;
|&#039;&#039;&#039;15&#039;&#039;&#039; Brute Damage, &#039;&#039;&#039;10&#039;&#039;&#039; Oxygen Damage, &#039;&#039;&#039;25&#039;&#039;&#039; Stamina Damage&lt;br /&gt;
|Releases water when hit or killed. Has 50% brute resistance. &lt;br /&gt;
|N/A&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Reactive Spines&lt;br /&gt;
|style=&#039;background-color:#9ACD32&#039; |&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039; Brute Damage, &#039;&#039;&#039;25&#039;&#039;&#039; Armor and Bio Resist-Ignoring Brute Damage&lt;br /&gt;
|Attacks nearby area when hit with melee attacks&lt;br /&gt;
|N/A&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Regenerative Materia&lt;br /&gt;
|style=&#039;background-color:#C8A5DC&#039; |&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039; Brute Damage, &#039;&#039;&#039;17.5&#039;&#039;&#039; Toxin Damage, Targets Appear Full Health, Injects Toxin&lt;br /&gt;
|Core regenerates health 10 times faster than normal and also generates 1 extra resource. &lt;br /&gt;
|N/A&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Replicating Foam&lt;br /&gt;
|style=&#039;background-color:#7B5A57&#039; |&lt;br /&gt;
|&#039;&#039;&#039;22.5&#039;&#039;&#039; Brute Damage&lt;br /&gt;
|Expands when burned but is not immune to fire, Chance of Bonus Expansion&lt;br /&gt;
|Takes Double Brute Damage&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Shifting Fragments&lt;br /&gt;
|style=&#039;background-color:#C8963C&#039; |&lt;br /&gt;
|&#039;&#039;&#039;22.5&#039;&#039;&#039; Brute Damage&lt;br /&gt;
|When damaged always swaps positions with a nearby blob&lt;br /&gt;
|N/A&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Synchronous Mesh&lt;br /&gt;
|style=&#039;background-color:#65ADA2&#039; |&lt;br /&gt;
|&#039;&#039;&#039;17.5 to 70&#039;&#039;&#039; Brute Damage Based on Nearby Blobs&lt;br /&gt;
|Spreads Damage Between Nearby Blobs&lt;br /&gt;
|Takes &#039;&#039;&#039;25%&#039;&#039;&#039; More Damage from Fire, Explosions, and Tesla; Damage spreading means that each killed blob tile will also end up with the tiles around it killed&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!Distributed Neurons&lt;br /&gt;
|style=&#039;background-color:#E88D5D&#039; |&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039; Brute Damage, &#039;&#039;&#039;15&#039;&#039;&#039; Toxin Damage, Gains Zombie From unconscious humans at a 5 resource cost, Ghost controllable spores&lt;br /&gt;
|Sometimes produces Fragile Spores when killed. Ghosts can control factory-spawned spores. The spores will harvest sleeping/crit targets for 5-10 additional resources and a blob zombie. All strains can make blob zombies, but this one doesn&#039;t require them to be dead. (Used to be named Zombifying Pods)&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Surviving the first few minutes==&lt;br /&gt;
You build structures by hovering over a blob tile and clicking the HUD icon for that structure. You will get a fail message if that spot is not valid. There should be ONE thing on your mind, that being placing a Resource Blob close to your Core as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Then, create a Node Blob a short distance from your core and create another Resource Blob next to it. After you have two Resource Blobs, produce a Factory Blob, again preferably as close to your core as possible.&lt;br /&gt;
Once that is done, you should be able to defend against the crew reasonably well. Just keep producing nodes with resource blobs near them and you&#039;ll do fine.&lt;br /&gt;
&lt;br /&gt;
==Blob Powers==&lt;br /&gt;
Blobs attack and destroy the station by trying to place Normal Blobs on tiles, which destroys items and structures on the target tile, and applies chemical effects to humans and heavily damages other mobs, such as cyborgs. You can expand/attack manually by left-clicking the target or target tile, but this costs chemicals. Hemming in targets by placing Normal Blobs behind them before attacking is extremely effective.&lt;br /&gt;
&lt;br /&gt;
You, the Overmind, can also place special blob pieces or activate special functions and abilities. You must have enough Power to place those structures or activate those abilities, however.&lt;br /&gt;
&lt;br /&gt;
===Blob Buildings and Creatures===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#F5FAEA;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;50px&#039;|Appearance&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;90px&#039;|Name&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;125px&#039;|Production Cost&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;135px&#039;|Other Requirements&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;600px&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:blob_core.gif|64px|class=pixelart]]&lt;br /&gt;
|&#039;&#039;&#039;Blob Core&#039;&#039;&#039;&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|The core of a blob. &#039;&#039;&#039;Protect these at all costs.&#039;&#039;&#039; Pulses nearby Resource Blobs and Factory Blobs, activating their effects. As an Overmind, you can see the health of your core from the HUD; if it lowers, go there to defend it immediately.&lt;br /&gt;
|-&lt;br /&gt;
![[File:blob_normal.gif|64px|class=pixelart]]&lt;br /&gt;
|&#039;&#039;&#039;Normal Blob&#039;&#039;&#039;&lt;br /&gt;
|4 Resources&lt;br /&gt;
|Must be cardinally adjacent to another Blob of any type to place a blob&lt;br /&gt;
|A normal blob. Attempting to place one on a tile containing a dense object, or diagonally from another blob, will cause you to attack that tile, damaging mobs and structures. Attempting to expand into space is much less effective, having a high chance of failure. &#039;&#039;&#039;HOTKEY for placement is Left-Click.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:blob_shield.gif|64px|class=pixelart]]&lt;br /&gt;
|&#039;&#039;&#039;Strong Blob&#039;&#039;&#039;&lt;br /&gt;
|15 Resources&lt;br /&gt;
|Can only be placed on Normal Blob. &lt;br /&gt;
|Consumes a Normal Blob to place a strong and hard to kill blob that prevents atmospheric threats from passing and is immune to fire. &#039;&#039;&#039;HOTKEY for placement is Ctrl-Click.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Blob_reflector.gif|64px|class=pixelart]]&lt;br /&gt;
|&#039;&#039;&#039;Reflective Blob&#039;&#039;&#039;&lt;br /&gt;
|15 Resources&lt;br /&gt;
|Can only be placed on Strong Blob. &lt;br /&gt;
|Upgrades a Strong Blob into a Reflective Blob. Will reflect projectiles based on their ricochet chances. Shots from emitters or lasers will be typically bounced off. &#039;&#039;&#039;HOTKEY for placement is Ctrl-Click.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:blob_resource.gif|64px|class=pixelart]]&lt;br /&gt;
|&#039;&#039;&#039;Resource Blob&#039;&#039;&#039;&lt;br /&gt;
|40 Resources&lt;br /&gt;
|Must be at least 4 tiles away from another Resource Blob&lt;br /&gt;
|Consumes a Normal Blob to place a special blob that, when pulsed by a Node Blob or the Blob Core, gives additional Resources to the Overmind that placed it. Additional Resource Blobs slow resource generation down slightly.&lt;br /&gt;
|-&lt;br /&gt;
![[File:blob_node.gif|64px|class=pixelart]]&lt;br /&gt;
|&#039;&#039;&#039;Node Blob&#039;&#039;&#039;&lt;br /&gt;
|50 Resources&lt;br /&gt;
|Must be at least 5 tiles away from another Node Blob&lt;br /&gt;
|Consumes a Normal Blob to place a blob, much like the core, that will slowly expand, heal other blobs, and activate the effects of blob factories and resource nodes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:blob_factory.gif|64px|class=pixelart]]&lt;br /&gt;
|&#039;&#039;&#039;Factory Blob&#039;&#039;&#039;&lt;br /&gt;
|60 Resources&lt;br /&gt;
|Must be at least 7 tiles away from another Factory Blob&lt;br /&gt;
|Consumes a Normal Blob to place a special blob that, when pulsed by a Node Blob or the Blob Core, will spawn a Blob Spore, up to a maximum of three.&lt;br /&gt;
|-&lt;br /&gt;
![[File:blob_spore.png|64px|class=pixelart]]&lt;br /&gt;
|&#039;&#039;&#039;Blob Spore&#039;&#039;&#039;&lt;br /&gt;
|N/A&lt;br /&gt;
|Produced from Factory Blobs&lt;br /&gt;
|A fragile spore that does low damage and explodes into a cloud of gas when killed. The gas contains the chemical of the Overmind that placed the factory that spawned the spore. AI controlled and can be commanded with &#039;&#039;&#039;middle-click&#039;&#039;&#039;. Can be controlled by ghosts if the blob strain is &#039;Distributed Neurons&#039;. &lt;br /&gt;
|-&lt;br /&gt;
![[File:blob_zombie.png|64px|class=pixelart]]&lt;br /&gt;
|&#039;&#039;&#039;Blob Zombie&#039;&#039;&#039;&lt;br /&gt;
|N/A&lt;br /&gt;
|A Blob Spore and a corpse&lt;br /&gt;
|A Blob Spore that has taken over a corpse, a Blob Zombie is harder to kill, gains health from the corpse&#039;s armor, does more damage, and will still explode into a cloud of gas when killed. AI controlled and can be commanded with &#039;&#039;&#039;middle-click&#039;&#039;&#039;, but ghosts can choose to play them as well. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Blobbernaut.png|64px|class=pixelart]]&lt;br /&gt;
|&#039;&#039;&#039;[[#Blobbernaut|Blobbernaut]]&#039;&#039;&#039;&lt;br /&gt;
|40 Resources&lt;br /&gt;
|An undamaged Factory Blob&lt;br /&gt;
|Heavily damages a Factory Blob to create a player-controlled [[#Blobbernaut|Blobbernaut]] which does high damage while being extremely hard to kill. However, unlike a blob spore, it does not explode into a cloud of gas when killed, instead applying the blob&#039;s chemical when attacking targets. The blobbernaut will slowly die if its factory is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Blob Abilities===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#F5FAEA;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;193px&#039;|Name&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;80px&#039;|Use Cost&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;130px&#039;|Other Requirements&lt;br /&gt;
! style=&#039;background-color:#9ACD32;&#039; width=&#039;630px&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
!Jump to Core&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Teleports you to your Blob Core. If you haven&#039;t yet placed your core, will place it at your location.&lt;br /&gt;
|-&lt;br /&gt;
!Jump to Node&lt;br /&gt;
|N/A&lt;br /&gt;
|At least one Blob Node&lt;br /&gt;
|Teleports you to a Blob Node of your choice, provided there is a Blob Node.&lt;br /&gt;
|-&lt;br /&gt;
!Remove Blob&lt;br /&gt;
|N/A&lt;br /&gt;
|A non-Core Blob&lt;br /&gt;
|Destroys the blob underneath your selector, refunding some points, usually around 40% of the blob&#039;s initial cost. Not all blobs can be removed. &#039;&#039;&#039;HOTKEY for activation is Alt-Click.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Rally Spores&lt;br /&gt;
|N/A&lt;br /&gt;
|At least one Blob Spore&lt;br /&gt;
|Rallies nearby Blob Spores to the area chosen. Use to swarm humans and other targets with fragile spores. &#039;&#039;&#039;HOTKEY for activation is Middle-Click.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Readapt Strain&lt;br /&gt;
|40 Resources&lt;br /&gt;
|N/A&lt;br /&gt;
|Lets you choose a new blob strain/chemical out of four randomly selected. &#039;&#039;&#039;The first use is free, and you get another free readaptation every few minutes. &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Relocate Core&lt;br /&gt;
|80 Resources&lt;br /&gt;
|A Blob Node underneath your selector&lt;br /&gt;
|Swaps the location of your core and the selected node, useful for preventing your death if humans are getting too close for comfort. Cannot be used on nodes in certain areas.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==How to play as a Blobbernaut{{anchor|Blobbernaut}}==&lt;br /&gt;
If you spawn as a Blobbernaut it&#039;s your job to obey the Blob Overmind, and help it survive and expand. You start with 50% health, so heal up first thing you do. You can communicate with the blob hivemind channel &amp;lt;s&amp;gt;by using &#039;&#039;&#039;:b&#039;&#039;&#039;&amp;lt;/s&amp;gt; by talking normally. You do not understand common speech. &lt;br /&gt;
&lt;br /&gt;
As a Blobbernaut, you have a lot of health (around 400). Managing your health is a key to success. &#039;&#039;&#039;Pay attention to your health at all times&#039;&#039;&#039;. You can regenerate fast by staying near a yellow node or the blob core. You will run faster on blob tiles. You slowly take damage when not on a blob tile. If your factory is destroyed, you will take damage until you die. You can not claim a new factory. &lt;br /&gt;
&lt;br /&gt;
A good tactic is to do hit-and-run attacks, and then constantly run back to safety to heal up. Against soft, living targets you can often get many strikes in before you need to retreat, or even kill them completely. Mechs though, such as Durands, can kill you quickly with a couple of punches, so play it extra safe versus mechs. &lt;br /&gt;
&lt;br /&gt;
Another important use for your health is to tank shots for your Overmind&#039;s core and structures. If the core is destroyed, you lose. You can body block a surprising amount of damage, even from beam rifles, before you need to retreat to heal up. If the enemy uses laser sighted weapons, you can use this to your advantage to see when and where you need to block a shot. &lt;br /&gt;
&lt;br /&gt;
Remember, sometimes you don&#039;t need to kill your enemies. As long as you prevent the crew from destroying nodes and other structures, your Overmind may eventually reach critical mass and win.&lt;br /&gt;
&lt;br /&gt;
==KILL DAT FUKKEN BLOB==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Emergency Shuttle]] will not depart while a blob core is still alive&#039;&#039;&#039;, nor will the blob spare you or your precious station from a horrible death. Destroy it before it destroys you.&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
&lt;br /&gt;
Most of your weapons are useless against blobs. The blob doesn&#039;t give a fuck about brute damage, nor is it able to be stunned. Generally speaking, what you will want is to do burn damage. (&#039;&#039;&#039;NOTE:&#039;&#039;&#039; This does NOT mean setting fire to everything!) Here are some tools at your disposal:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Armor]]&#039;&#039;&#039;: The blob, in addition to expanding, can attack. Blobs do a variety of damage, but are blocked by armor and bio protection, so [[riot armor]] or [[bio-suit]]s, are helpful. Don&#039;t let yourself get surrounded!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Welding tool]]s:&#039;&#039;&#039; Cheap, readily available from [[Vending machines#YouTool|YouTool machines]] (hack them for two more Upgraded Welding Tools) or the [[autolathe]].  Grab one and start burning away. Make a path towards a resource node and take it out. One guy with a welder isn&#039;t going to be able to breach the core, so don&#039;t try. It&#039;s a good idea to grab some [[General items#Fuel Tank|Fuel Tank]]s to keep nearby so you can refuel quickly, but make sure your welder is OFF before refueling, and be sure the blob doesn&#039;t get close enough to absorb them. If science division is any good, they&#039;ll be passing out plasma cutters before long. They do the same damage as lit welders without any need to refuel, and have the added bonus of not setting plasma on fire in the case that the blob or some chucklefuck pops open a plasma canister. Replace your welder with a cutter ASAP if science starts making them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Laser weaponry:&#039;&#039;&#039; HOLD UP THERE HOT SHOT THESE ARE IN LIMITED SUPPLY. Don&#039;t take more then three and don&#039;t take them if you don&#039;t have good armor or a space suit. Carring the whole armory into maint just lets the blob kill you and bury them.  Available in the [[Armory]], in [[Head of Personnel|certain]] [[Head of Security|heads]] [[Captain|of staff]]&#039;s quarters and through R&amp;amp;D or Cargo. For the love of god consolidate gear.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Emitter]]s:&#039;&#039;&#039; Set them up as far away from the blob as you can while still striking the core. If the blob reaches them, they&#039;re gone. Three emitters side by side matched against the core is a one sided match.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[IED]]s:&#039;&#039;&#039; The modest explosion is enough to rip a bit of the blob apart without destroying the floor and ruining atmos for people. Throw them in when you see weakness in the blob&#039;s defenses to tear open an attack point.&lt;br /&gt;
&lt;br /&gt;
Once again: &#039;&#039;&#039;DO NOT USE [[Flamethrower|FLAMETHROWERS]] OR [[Plasma|PLASMA]] FIRES&#039;&#039;&#039; (see below). They are useless and will only make the rest of the crew die and hate you.&lt;br /&gt;
&lt;br /&gt;
===Risky Measures===&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;Do not use these unless shit has really hit the fan, or else you might be banned. THESE WILL USUALLY HELP THE BLOB WIN.&#039;&#039;&#039; When in doubt, adminhelp to see whether the Cuban Pete inferno you are about to unleash is kosher.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Large Plasma Fires:&#039;&#039;&#039; Large fires will eat away at a blob but will also make the area uninhabitable for people without fire suits. It will also not destroy blobs protected by unweakened shield blobs, so you&#039;ll need men with fire suits and laser guns to finish the job. If atmos isn&#039;t ruined yet this will make the crew hate you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bombs:&#039;&#039;&#039; Bombs can destroy any piece of the blob except for the core proper, if the round&#039;s been dragging on and atmos is ruined, it&#039;s not a terrible idea provided you have something to hit the blob with AFTER there&#039;s a gaping bomb hole in the ground.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Bags of Holding]]&#039;&#039;&#039;: &amp;lt;s&amp;gt;If you can get within one or two squares of the blob core, creating a [[singularity]] there will almost certainly eat the blob core and win the game. DON&#039;T DO THIS IF YOU CAN&#039;T GET EXTREMELY CLOSE AS THERE&#039;S NO PREDICTING LORD SINGULOTH. If things are going really bad, though, and you can still get reasonably close there&#039;s a chance this may be your only hope. Because there&#039;s no assurances here you might end up killing everybody. Ahelp before doing this to get the ok.&amp;lt;/s&amp;gt; This is now obsolete, check &#039;science&#039; paragraph for reason.&lt;br /&gt;
&lt;br /&gt;
===Defcon 1===&lt;br /&gt;
&lt;br /&gt;
You&#039;ve failed to contain the outbreak within the allotted timespan. Quarantine procedure &amp;lt;s&amp;gt;5-12&amp;lt;/s&amp;gt; 7-12 should be initiated immediately. The nuclear bomb code has been transmitted. Secure the disk and detonate the nuke in the [[Vault]]. The blob cannot be allowed to escape containment! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Oh Shit, Zombies! ===&lt;br /&gt;
&lt;br /&gt;
Zombies are hardy bastards that will take people down faster than a school of space carp. Prevention is the best measure, if anyone goes down, pull him out and away from the blob before he either dies or the blob blocks him off. If a zombie&#039;s smacking at you, the natural reaction might be to try running away &#039;&#039;&#039;but don&#039;t do that, running around in a panic is the last thing you should do.&#039;&#039;&#039; Zombies, like many NPC mobs, have laser-guided autoattacks and will relentlessly pursue and hit you until you&#039;re down, plus anyone trying to help you won&#039;t be able to get a single hit off the zombie if it&#039;s running around chasing you.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve got a welder in hand (Which you should if there&#039;s a blob.) and the zombie isn&#039;t armored, simply stand your ground and attack like mad with your lit welder. Even if you&#039;re unarmored, it will go down first unless you let it get a few free hits off before fighting back. If it&#039;s armored, though, you&#039;re fucked unless you have armor, a fire axe, or a buddy or two fighting alongside you.&lt;br /&gt;
&lt;br /&gt;
===Non-Action Crewmates===&lt;br /&gt;
&lt;br /&gt;
If you do not have access to the above weaponry, you should stay off the front lines unless you want to get killed and get in everyone&#039;s way. However! There are still things you can (and should) do!&lt;br /&gt;
&lt;br /&gt;
====Medbay====&lt;br /&gt;
&lt;br /&gt;
Blob mode is one of the few modes where Medbay is actually worth a damn. Here is what to do:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Medical Doctor]]:&#039;&#039;&#039; You are field medics. Put your HUD glasses on, grab a first-aid kit and heal people so they don&#039;t die. The worst thing in blob mode is someone with half the armory in their backpack dying and getting engulfed and/or zombified by the blob. Don&#039;t let this happen. You will want to bring brute patches/bruise packs and probably burn patches/ointment if people are inevitably getting caught in lasers or getting hurt by inevitable plasma fire. Don&#039;t waste them on someone with 10 damage to one limb; use triage like a real doctor, you drunken ERPing fuck. You can also drag people to cryo and dead people to medbay, but generally you&#039;ll be more useful on the field. If you do because no one else is, loot their bag so you don&#039;t end up removing half the guns and space suits from the field like so much kebab.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Chemist]]&#039;&#039;&#039;: Mass produce medicine. During Blob, if the crew is competent, you will run out of medikits very quickly, and Cargo is better off ordering other things. What you&#039;ll need depends largely on what kind of blob you&#039;re dealing with (brute damage? tox?) and how competent the crew is (FRIENDLY FIRE OH GOD). You can either leave your pills/patches on the counter for people to grab or take them to the battlezone yourself depending on what people are doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Geneticist]]&#039;&#039;&#039;: Most of your powers are of limited utility -- Hulk is only good if the blob is in a hard-to-reach place, space adaptation can be useful if the blob infested area is explosed to space, and TK is very useful for hurting the blob without risk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Chief Medical Officer|CMO]]&#039;&#039;&#039;: You are NOT a field medic, let your slaves do that. Basically, your job is what the CMO&#039;s job should be but never is: coordinate doctors, be a head of staff, make sure Medbay proper is doing its job, and for God&#039;s sake keep your cat away from the blob. Contribute your first-aid kit to the cause, and consider contributing your hypospray to someone you trust who can actually use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Virologist]]&#039;&#039;&#039;: Make healing viruses.&lt;br /&gt;
&lt;br /&gt;
====Cargo====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order emitters.&#039;&#039;&#039; Order fucking emitters. Don&#039;t assume the ones in [[Engineering Secure Storage]] will last, or even that anyone will remember to use them at all. Point seven emitters at a blob and it&#039;ll regret everything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order guns.&#039;&#039;&#039; Energy guns have their place, and are nice, but the station already has plenty. Combat shotguns may be better if people are good with them and print as many shells as you can in advance. Why? If you print lethal shells between Industrial Welders, combat shotguns don&#039;t have the downtime of energy guns. A constant feed of lethal shells makes for the ability to print, shoot while printing, clear shell, take new shell, feed old shell in, repeat. It makes the metal cost pretty much fuckall and does big damage. Besides that, you should already have enough laser guns on the station that unless some dipfuck loses them to the blob, you have barely enough chargers to charge them all at once. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order some goddamn metal and glass.&#039;&#039;&#039; Don&#039;t rely on mining to get back at all or on time. However...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Get those miners a hand teleporter and EVA suits. Calibrate the teleporter to a beacon in R&amp;amp;D.&#039;&#039;&#039; You&#039;re going to mass-drive the miners to the asteroid because fuck the quarantine. Laser cannons don&#039;t grow on trees. They can give a heads-up when they&#039;re sending a crate for the RD to re-test-fire so you don&#039;t lose mineral shipments. The primary importance is getting uranium and silver back, in which case if research and cargo is any good the round will end shortly. See Science for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHIT TYRONE HACK THE FUCKING AUTOLATHES.&#039;&#039;&#039; You can make dozens of INDUSTRIAL WELDERS from a single sheet each of metal and glass. They&#039;re 70 metal, 60 glass, or something like that, with a single sheet of material providing 3750 of each. An Industrial Welder is the exact same size as a normal welder but holds 40 fuel and comes pre-fueled. They&#039;re so cheap to make that they&#039;re virtually disposable. In fact, R&amp;amp;D should bump up their materials research with the gold from the vault to make super matter bins, pico-manipulators, etc., so that you can lathe thing stupidly fast at the forward autolathe you fuckers better have made.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No seriously make a fucking extra autolathe&#039;&#039;&#039; near, but not up in the face of, the blob. It&#039;s easier to have an assistant constantly print new Industrial Welders than to refuel them and risk the blob popping a fuel tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use that goddamn lavaland loot to kill dat fukken blob miners.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Science====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guide to Research and Development|RnD]]&#039;&#039;&#039;: Trying to &amp;quot;BoH-bomb&amp;quot; the blob by putting a bag of holding into another bag of holding near it is usually not recommended. Instead of falling into the tear of reality, the blob core will teleport to a random location on the station, which might be usefull if you can find the blob quickly, as it will have to remake its defenses. If you are intent on boh bombing the blob though, try to NOT CATCH THE CORE IN THE TEAR. if you do so, you make area that blob cant spread over, but people can shoot over. Also rush the fucking advanced beam weapons. Beam snipers are the only reliable way to beat the blob if its medium to large size, if the crew is not a bunch of chucklefucks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guide to toxins|Toxins]]&#039;&#039;&#039;: Don&#039;t make bombs, because the blob is highly resistant to bombs, being rather solid, and the crew is very much not resistant to bombs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Roboticist]]&#039;&#039;&#039;: Once the medics empty their medkits onto belts, you can make at least 6 medibots. Cargo can order emergency crates with floorbots and 2 medibots which will be useful to heal injured crew. Cleanbots are useless here, don&#039;t waste the metal on that. Mechs aren&#039;t worth making. But if miners brought silver and the blob ate research, but not robotics? Make a durand, load it with a solaris and an energy relay and set it loose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guide to xenobiology|Xenobiologist]]&#039;&#039;&#039;: Though slimes take considerable time and luck to be consistently reliable, there are some things you can do to help out, from as simple as producing regen jelly (purple extracts) for medical, making sentient creatures or golems to do the fighting for you, equipment charging cross-breed extracts, mass-production of IED devices to blow that blob away, or even something crazy like swapping your mind with a blob zombie to see if you can claw the core to death! It all depends on both your creativity, and matching luck with the slimes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
&lt;br /&gt;
====Engineering====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Station Engineer|Engineer]]&#039;&#039;&#039;: Drag some emitters out of Engineering Secure Storage (if there aren&#039;t any, you can afford to take some from the SM Chamber) and set them out pointing towards the blob. They can do some serious damage to the blob in the long run. If the blob is exposed to space, you can work on the blob from the outside and pose as a real annoyance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Atmospheric Technician]]&#039;&#039;&#039;: Grab a welder and fight the blob. Don&#039;t you fucking dare try to plasma flood that blob.&lt;br /&gt;
&lt;br /&gt;
====Security====&lt;br /&gt;
&lt;br /&gt;
Grab lasers from the armory, unwrench some rechargers, set them out near the blob, pew pew pew pew. Pretty damn self-explanatory what you should be doing.&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 8B0000&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Revolution&amp;diff=14107</id>
		<title>Revolution</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Revolution&amp;diff=14107"/>
		<updated>2023-10-18T19:25:18Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 8B0000&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 8B0000&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 8B0000&lt;br /&gt;
 |img = Assistant.png&lt;br /&gt;
 |stafftype = ANTAGONIST&lt;br /&gt;
 |jobtitle = Revolutionary&lt;br /&gt;
 |access = Wherever you had access to before&lt;br /&gt;
 |difficulty = Easy to Medium&lt;br /&gt;
 |superior = The [[Syndicate|Syndicate]]&lt;br /&gt;
 |duties = Kill the heads!&lt;br /&gt;
 |guides = This is the guide&lt;br /&gt;
}}{{Notice|Revolution is disabled.}}{{Antag Dept header}}&lt;br /&gt;
==Viva La Revolution! ==&lt;br /&gt;
During a Revolution round, it&#039;s the job of the Head Revolutionaries to run around recruiting anyone outside of Security to their cause and b̶u̶m̶ ̶r̶u̶s̶h̶ find inventive ways to kill the [[Captain]], [[Head of Security]], [[Head of Personnel]], [[Chief Engineer]], [[Chief Medical Officer]], and [[Research Director]]. If the Revolutionaries manage to kill or exile all of the heads of departments (including latejoined heads), they win. If everyone else manages to kill or exile the Head Revolutionaries, the station wins. Pretty simple.&lt;br /&gt;
&lt;br /&gt;
The emergency shuttle can be called but will never depart during this game mode. &#039;&#039;&#039;The round will not end until either side has won.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Heads of Staff and Head Revolutionaries are considered exiled if they leave the z-level of the station (or continue to hide in a locker/crate). They will be listed as having abandoned the station. However, this can also allow one side to non-lethally remove a target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Rev2.png]] Tips and Tricks==&lt;br /&gt;
&lt;br /&gt;
===[[File:Id silver.png]] [[Heads of Staff]]===&lt;br /&gt;
Your lives are on the line, here. This does not mean &amp;quot;Hide in a closet and hope like hell they don&#039;t find me&amp;quot;, and it definitely doesn&#039;t mean &amp;quot;Let the AI sort it out&amp;quot; or &amp;quot;Just space everyone; we&#039;ll find them eventually&amp;quot;. Finding revs isn&#039;t that hard, and should be fairly simple, assuming the Rev Heads don&#039;t have 20 or so followers by this point.&lt;br /&gt;
&lt;br /&gt;
At the first credible evidence of revolutionary activity (i.e. not the clown screaming griff), go somewhere relatively safe, likely the [[Brig]]. If you have access, immediately crack open the cases of [[Security_items#Mindshield_Implant|mindshield implants]]. There is one case in the [[Armory]] and another in the [[Head of Security]]&#039;s locker. Each contains four implants. These will run out fast, so your first priority should be implanting the [[Cargo]] staff and especially the [[Quartermaster]], if there&#039;s one. Once they&#039;re implanted, their job is to order you mindshield implants and nothing but mindshield implants. If an implanted QM complains, demote them, as they are a liability. &lt;br /&gt;
&lt;br /&gt;
By the time you&#039;re at the point of implanting crewmates, there will probably be enough revs that within your first couple implants you&#039;ll deconvert someone, showing you a message such as &amp;quot;Robert Robust looks as if they&#039;ve remembered their true allegiance!&amp;quot; Immediately ask them who converted them; that&#039;s one of your revheads. Repeat in systematic fashion, and all will go smoothly!&lt;br /&gt;
&lt;br /&gt;
In the more likely case that things aren&#039;t going smoothly, knocking a revolutionary out with an object upside the head has a chance to deconvert them. Naturally, this does not mean &amp;quot;Hey, let&#039;s just whack everyone upside the head in the event that they&#039;re a rev.&amp;quot; If you suspect them of being one, then this is usually a bad course of action; just brig them for a while and hope like hell you&#039;re wrong. If you actually see someone doing something scummy, you should probably assume they&#039;re either a Rev, a Rev Head, or an ass, so smack away! If you get them knocked out a few times and they don&#039;t turn, get them healed and apologize, while noting them in your notes or the security records. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;If [[Chief Medical Officer|you&#039;re a coward and you&#039;d rather live]], there&#039;s nothing wrong with declaring that you wish to surrender. Declare your intention and request safe passage to the mining or gulag shuttle for a swift departure. Sometimes its better to live another day than to go out in a blaze of glory.&amp;lt;/s&amp;gt; What are you, a coward? It&#039;s time to kick ass and chew bubblegum, and your gum is made out of meth. Remember, buck shot is your best friend. And if you warn everyone that a overcharged supermatter delamination in is about to happen by your hand, maybe the gods won&#039;t be mad if some latejoining assistant gets vaporized. &lt;br /&gt;
&lt;br /&gt;
Remember that hiding and making yourself an almost impossible target is poor form, and will usually attract the wrath of the space gods.&lt;br /&gt;
&lt;br /&gt;
===[[File:Id regular.png]] Station Staff===&lt;br /&gt;
As a member of the general staff, Revolutionary rounds should be treated like any other Traitor round; if you see someone trying to robust a Head to death, try to stop them or call Security. Security and the Heads of Staff, however, will be under a lot of stress. If you are not mindshield implanted, it would be in your best interest to keep your distance and not startle them, else they may consider you to be a revolutionary and attack. Otherwise, just try to be as normal as possible, and submit to any requests to be mindshielded. That is, unless you get flashed...&lt;br /&gt;
&lt;br /&gt;
===[[File:Hudrevhead.png]] Head Revolutionaries ===&lt;br /&gt;
You have a hard job ahead of you that can be rather frustrating.&lt;br /&gt;
&lt;br /&gt;
Your first course of action should be to start flashing people. Be a bit covert about it, but you still want results. As a revhead you have the ability to also flash people from behind. But if you see some asshole walking around with sunglasses or a welding mask on, you won&#039;t be able to convert them without removing them. Members of Security, those with mindshield implants, and the Heads of Staff themselves cannot be converted at all. The permanently blind also are impossible to convert as they need working eyes to be flashed. If you get spotted, run like hell and consider going incognito. &lt;br /&gt;
&lt;br /&gt;
As a revhead, your primary turning targets are [[Roboticist]]s, [[Geneticist]]s, [[Scientist]]s, and the [[Cargo Technician]]s; [[Robotics]] has delicious replacement flashes, [[Genetics]] can give you super powers, [[Research Division]] makes explosives, and [[Cargo Bay]] serves as a great base of operations (not to mention that they can order you more flashes and weapons if you have an ID with the right access). Genetics is especially useful if you&#039;ve already killed a station head. They can save the heads&#039; UI+UEs and inject you with them, making you look exactly like that guy you just killed (minus any mindshield implants). Have fun with that!&lt;br /&gt;
Giving a syringe of blood to a revolutionary [[Botanist]] can be a smart back up plan, as nobody expects Replica Pod cloning.&lt;br /&gt;
&lt;br /&gt;
Your number one concern, at least until things get moving, is to &#039;&#039;&#039;STAY LOW&#039;&#039;&#039;. Let the converted revolutionaries do the fighting for you. Keep your identity a secret if possible, and only associate with non-revs if need be (or to flash them).&lt;br /&gt;
&lt;br /&gt;
Remember that hiding and making yourself an almost impossible target is poor form, and will usually attract the wrath of the space gods.&lt;br /&gt;
&lt;br /&gt;
===[[File:Hudrev.png]] Converted Revolutionaries ===&lt;br /&gt;
So you spawned, and some jerk next to you just randomly flashed you. What&#039;s that al-VIVA LA REVOLUTION! Your new job is to find a way to kill those jerk-ass heads of staff without getting caught, and making sure the head revolutionaries &#039;&#039;&#039;don&#039;t die.&#039;&#039;&#039; [[Makeshift weapons]] are your friend. Remember that, as a converted rev, if you can manage to kill even one head, you&#039;ve done your job. Also remember that your game isn&#039;t necessarily over if you get caught; most security members (that don&#039;t suck at their job, mind you) will try to convert you or just simply brig you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Gavel.png]] What happens if revs win or lose on Dynamic Mode?==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the Head Revolutionaries are defeated: &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Revs lose their antagonist status and are no longer allowed to behave as antagonists.&lt;br /&gt;
* The red [[File:Hudrev.png]] HUD icon should disappear. &lt;br /&gt;
* You get an announcement from CentCom telling you that the revolutionaries have been defeated.&lt;br /&gt;
* Exiled Head Revolutionaries become &#039;&#039;&#039;Enemies of the State&#039;&#039;&#039;, and are given a choice between two objectives: survive life as an exile, or go the badass route and hijack the shuttle in one last big bang.&lt;br /&gt;
* The shuttle becomes available again after being UNAVAILABLE, &amp;quot;ERR --:--&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It is very important to notice this as a rev because if you do a bad thing AFTER the revs are defeated, you may get bwoinked and banned. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the Heads of Staff are defeated:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Security Officer|Security]] and Heads of Staff become unavailable to pick for latejoiners. &lt;br /&gt;
* Living members of [[Security Officer|security]] and exiled Heads of Staff become &#039;&#039;&#039;Enemies of the Revolution&#039;&#039;&#039; and are given an objective to stay alive till the end.&lt;br /&gt;
* Some more threat is injected into the round, adding more possibility of people turning into other antagonists.&lt;br /&gt;
* One living Head Revolutionary (if any are able to) will be sent a [[File:Banner revolution.png]] Revolutionary Banner via droppod from the Syndicate, allowing them to rename the overthrown station.&lt;br /&gt;
* The shuttle becomes available again after being UNAVAILABLE, &amp;quot;ERR --:--&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 8B0000&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Blood_Cult&amp;diff=14106</id>
		<title>Blood Cult</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Blood_Cult&amp;diff=14106"/>
		<updated>2023-10-18T19:24:24Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|Blood Cult is disabled}}{{JobPageHeader&lt;br /&gt;
 |colour = 8B0000&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 8B0000&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 8B0000&lt;br /&gt;
 |img = Cultist.png&lt;br /&gt;
 |stafftype = ANTAGONIST &lt;br /&gt;
 |jobtitle = Cultist&lt;br /&gt;
 |access = Whatever you have and where-ever you can teleport to&lt;br /&gt;
 |difficulty = Medium&lt;br /&gt;
 |superior = Nar-Sie, Cult Master&lt;br /&gt;
 |duties = Sacrificing the needed target and Summoning Nar&#039;Sie&lt;br /&gt;
 |guides = This is the guide&lt;br /&gt;
}}&lt;br /&gt;
{{Antag Dept header}}&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Even in the far future, some things are never quite understood. There are things that lurk in the darkness of space, unspeakable horrors of ancient power that wish to bring ruin to the universe and to shape it into their image. They reach out from the void, and turn the minds of mortal men and women in their favor in hopes that one day they shall be brought once more into this plane of existence.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for the station, looks like NanoTrasen accidentally positioned the station near an undetectable weak point in time and space. Whoops. Who would&#039;ve known?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Beginning of a New Era===&lt;br /&gt;
The Geometer of Blood, Nar-Sie, has sent a number of her followers to Space Station 13. As a cultist, you have an abundance of cult magics at your disposal, something for all situations. You must work with your brethren to summon an avatar of your eldritch goddess!&lt;br /&gt;
&lt;br /&gt;
At the beginning of a Cult round, several cultists will arrive on the station. When you spawn, you&#039;ll find a ritual dagger and 10 runed metal in your bag. The dagger is essential for drawing runes, while the runed metal is used to make valuable structures; additional runes metal can be created by using the Twisted Construction ability on any ordinary plasteel.&lt;br /&gt;
&lt;br /&gt;
The Cult has two major objectives. The first is to use an Offer rune to sacrifice a certain target to Nar&#039;Sie. The target is shown to all cultists, and is often a high ranking member of the crew or a Security officer. Once the target has been sacrificed, Nar&#039;Sie can be summoned in one of three predetermined locations on the station, using 9 cultists and/or constructs and after a 45-second rune drawing process. If Nar&#039;sie is summoned, the Cult wins!&lt;br /&gt;
&lt;br /&gt;
==Cultist Quick Guide==&lt;br /&gt;
&lt;br /&gt;
Have you never played as a Cultist before, and find yourself subverted or starting off? Here&#039;s a quick primer on the most important aspects:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Communing:&amp;lt;/b&amp;gt; The very first thing to do is find somewhere where you can be alone and talk to your fellow cultists using your Commune ability. Communing broadcasts messages to all other cultists, but &amp;lt;u&amp;gt;any nearby crew can see and hear you whispering, potentially revealing your cult.&amp;lt;/u&amp;gt; Talk to your allies, find out where everybody else works and has access to, formulate a plan, and ask senior cultists for advice if needed. &lt;br /&gt;
* &amp;lt;b&amp;gt;Blood Magic:&amp;lt;/b&amp;gt; By clicking the Blood Magic icon, you can prepare up to one spell from a variety of blood magicks. Preparing a spell takes a few seconds and leaves a blood splatter on the floor, so do it somewhere where nobody&#039;s looking. Once you have a spell prepared, click its icon to &#039;put it in your hand&#039;, and click on a target with it to use it. Starting off, the most important spells are generally Stun and Teleport.&lt;br /&gt;
* &amp;lt;b&amp;gt;Cult Bases:&amp;lt;/b&amp;gt; By using your Ritual Dagger, you can create runes at your feet. To create a starting cult base, find somewhere secluded and safe to start placing runes. The most important rune is a Teleport rune, which lets any cultist warp to it using the Teleport blood magic spell or by clicking on a different rune. Commune once you have a Teleport rune up in a safe place, so others can join you. Make sure no non-cultists find your runes!&lt;br /&gt;
* &amp;lt;b&amp;gt;Runes:&amp;lt;/b&amp;gt; Afterwards, place an Empower rune; standing on it lets you prepare four blood magic spells simultaneously. Finally, an Offer rune lets you convert others to your cause by dragging them onto it and clicking on it with an empty hand. Offering requires two cultists and/or constructs to be standing b ythe rune, so make sure you have a friend with you to help. There are other runes, but Teleport, Empower and Offer are the most important.&lt;br /&gt;
* &amp;lt;b&amp;gt;Conversions:&amp;lt;/b&amp;gt; Once you have a base, you can begin Offering. While standing on the Empower rune, prepare a Stun, a Shadow Shackles, and two other spells; remember you can prepare multiple Stuns at once. Find a crewmember, Stun them, drag them somewhere secluded, Shackle them, remove their headset if the base is too far away, then drag them back to it, put them on the Offer rune, and use it with a friend or stand on and activate a Spirit rune next to it. Of course, if you have the means to abduct people without blood magic, feel free to use mundane methods. If they don&#039;t have a mindshield implant, they&#039;ll become a cultist; if they&#039;re implanted, like Security or the Heads, they&#039;ll explode violently and leave behind a soulstone. Either outcome is good for you.&lt;br /&gt;
* &amp;lt;b&amp;gt;Structures:&amp;lt;/b&amp;gt; By using the Runed Metal cultist begin with (get more by using the Twisted Construction blood magic on plasteel), you can build one of four constructions: pylons, altars, archives and forges. Each cultist starts with enough metal to build 3 of the 4 options, so once you have a main base going, make sure someone&#039;s built at least one of each except for pylons; pylons only heal cultists, but the other three let you build useful items, weapons and tools. Don&#039;t build items unless you need them; once any item is built, that structure goes on a 4 minute cooldown. If you have the metal, building multiples of each structures isn&#039;t a bad idea.&lt;br /&gt;
* &amp;lt;b&amp;gt;Constructs:&amp;lt;/b&amp;gt; When you sacrifice an implanted crewmember on an Offer rune, they&#039;ll leave behind a soulstone shard. Create a construct shell at an altar, and you can put the soulstone inside it to transform the soul within into a construct. Constructs come in three types: utility Artificers, tanky Juggernauts and sneaky assassin Wraiths. The first one you create should almost always be an Artificer, as they can create more soulstones and shells. If a soulstone is empty, using it on a corpse will attempt to put the corpse&#039;s soul into the shard, and you can release the soul as a much less useful Shade by clicking it in your hand.&lt;br /&gt;
* &amp;lt;b&amp;gt;Going Loud:&amp;lt;/b&amp;gt; Unless your cultists are (un)godly talented and lucky, you&#039;ll eventually be caught out. Either someone will slip up, somebody will find your base, or your cult will grow so powerful that it becomes impossible to hide (red eyes, then a dark halo). Once you know the jig is up, start playing more aggressively; place extra Teleport runes and mini-bases around the station in case your main hideout gets raided, make more power moves to convert or kill crewmembers, and find some way to kill or subvert the AI if it hasn&#039;t been done.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summoning Nar&#039;Sie:&amp;lt;/b&amp;gt; The first step to actually summoning your dark god is to Offer her desired target, randomly picked at the start of the round and shown in the top-right of your screen. Use teamwork and co-operation to take them down, drag them to your base, and sacrifice them. Once they&#039;ve been offered, their icon is replaced with a list of three locations where Nar&#039;Sie can be summoned. Head there, fortify the location, ideally have your Cult Master use Final Reckoning the bring the entire cult to the summoning spot, and begin drawing the final rune. Drawing the Nar&#039;Sie rune requires a 3x3 area, takes 45 seconds, surrounds the drawer in forcefields, and tells the entire station where it&#039;s happening, so make your final stand against whatever&#039;s left of the crew! If you can hold out long enough to finish the rune, have 9 cultists and/or constructs stand on it (use the &#039;rest&#039; button to lie down and make more room), click on it with an empty hand, and Nar&#039;Sie will be summoned, giving your cult the win!&lt;br /&gt;
&lt;br /&gt;
==[[File:Cultist.png|64px|class=pixelart]]The Cult Master and You==&lt;br /&gt;
&lt;br /&gt;
The Cult Master is the leader of your cult, the main driving force behind your goal to summon Nar-Sie. The Cult Master has access to a wide variety of abilities to assist the cult in achieving its goals. Make sure to protect and serve him/her at all costs, as they are the key to the cult success!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;IMPORTANT:&amp;lt;/b&amp;gt; The Cult Master is the only one capable of using the Final Reckoning, a single-use, extremely powerful ability suited for ending the round. It&#039;s highly recommended that a Cult Master not be selected until the cult is established; in fact, many cults choose not to pick a leader until they&#039;re ready to summon Nar&#039;Sie.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===So, how does one become the Master?===&lt;br /&gt;
&lt;br /&gt;
When the round first starts, an additional button along with your Commune verb will be available. The &amp;quot;Assert Leadership&amp;quot; button will allow you to apply for the Cult Master status. Once a member of the cult asserts their leadership, an announcement will be made to all cultists. After a few seconds, a vote will be called where the cult can vote whether or not they want that person as the Cult Master. If the vote passes, the player will gain the Cult Master&#039;s abilities. If you are not the Master, make sure to follow his/her orders, as they are now your superior!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Being The Master of Wrist Cutting===&lt;br /&gt;
&lt;br /&gt;
So, you asserted your leadership and won the vote of the cult. Congratulations on your promotion to Cult Master! I hope you know what you are doing. If you have experience playing as a department head this shouldn&#039;t be too different, minus the killing and summoning elder gods part. &lt;br /&gt;
&lt;br /&gt;
To summon Nar-Sie, you are going to need to keep organized and grow your numbers as much as possible while remaining hidden. As the Cult Master, your Commune power is enhanced, making all of your messages large and bolded just like when you use a megaphone. This will assist greatly in organizing the cult, as the other cultists will be able to easily see your messages among the common radio rabble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a quick reference guide on what you should be doing as the Cult Master:&lt;br /&gt;
&lt;br /&gt;
# Determine a hidden, easily defendable location for your cultists to congregate. They will need a place to create runes and structures to assist the cult.&lt;br /&gt;
# Beat back and silence any potential [[Security|intruders]] to your hideout.&lt;br /&gt;
# Stay back and relay information and orders with use of the Spirit Realm rune, and let your [[Assistant|goons]] handle the dirty work. Make sure to have a Medbot, Pylon or some other source of healing nearby so you don&#039;t drain your life completely.&lt;br /&gt;
# Staying at the base helps you reach the two-cultist requirement you need to convert someone. When a fellow cultist manages to snag and send back an unconverted crewmember, you will be there to bring them into the cult.&lt;br /&gt;
# While around your base, it is recommended to create items from the Altars and Forges to have a fresh supply of equipment ready when everyone needs it at once. Nobody likes waiting around the Forge because someone made a single set of armor and ran off.&lt;br /&gt;
# Lead your brethren into battle when the time comes to face the crew head on!&lt;br /&gt;
# Use your unique powers to move things around, target foes for your fellow cultists and use the Final Reckoning when you are ready to summon Nar-sie herself!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the end, you call the shots. Your cult doesn&#039;t have to be run like this; experiment and find what works and doesn&#039;t! Even if you lose (odds are you will lose... a lot), you&#039;ll be better prepared for the next time the Cult of Nar-sie needs a leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cult Master Powers===&lt;br /&gt;
&lt;br /&gt;
As the Cult Master, you have access to a handful of powerful and versatile occult powers to assist you and the rest of the cult. These powers can be accessed from the HUD on the top left. The powers are as follows:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#ff9999;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color: darkred; width:125px;&#039;                   |Name&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: darkred;&#039;             |Decription&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: darkred; width:75px;&#039; |Cooldown&lt;br /&gt;
|-&lt;br /&gt;
![[File:Final_Reckoning.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Final Reckoning&lt;br /&gt;
|A single-use spell that brings the entire cult to the master&#039;s location. You cannot use this spell in an area where Nar&#039;Sie can be summoned. Still useful for when it&#039;s time to summon Nar-Sie and you need the whole cult nearby to help defend and invoke. &amp;lt;b&amp;gt;Please note that this is a &amp;lt;u&amp;gt;one-use ability&amp;lt;/u&amp;gt;. If you use it at the wrong time you can&#039;t try again.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|One Use&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mark_Target.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Mark Target&lt;br /&gt;
|Marks a designated player target that you select with your cursor for the cult to be marked as top-priority for 90 seconds. Successfully marking a person sends a message to the entire cult, giving the name and location of the target. Useful for calling your entire cult to attack a specific target. &lt;br /&gt;
&lt;br /&gt;
After using this ability, it goes on a 120-second cooldown.&lt;br /&gt;
&lt;br /&gt;
|120 Seconds&lt;br /&gt;
|-&lt;br /&gt;
![[File:Eldritch_Pulse.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Eldritch Pulse&lt;br /&gt;
|Seize upon a fellow cultist or cult structure and send it through time and space to a nearby location on your screen. A very versatile ability with many potential applications. Teleport a cultist into the armory! Teleport cultists into inaccessible areas! Teleport cultists and structures away from harm! Teleport cultists behind a security raid to flank them! Limitless potential! &lt;br /&gt;
&lt;br /&gt;
After using this ability, it goes on a 15-second cooldown.&lt;br /&gt;
&lt;br /&gt;
|15 Seconds  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[File:Ritual_knife.png|64px|class=pixelart]]The Ritual Dagger==&lt;br /&gt;
&lt;br /&gt;
Your dagger is your most important tool and has several functions:&lt;br /&gt;
&lt;br /&gt;
* You can draw runes with it.&lt;br /&gt;
* Hitting a cultist with it removes [[Chaplain|Holy Water]] from them.&lt;br /&gt;
* Hitting a non-cultist with it will result in you stabbing them (huh), dealing 15 armor-piercing brute damage.&lt;br /&gt;
* Hitting runes with it removes them.&lt;br /&gt;
* Hitting cult structure with it will unanchor and anchor them, allowing you to move them around.&lt;br /&gt;
* Hitting a runed girder with it will disassemble the girder.&lt;br /&gt;
* Has 25% chance to block melee attacks. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re in a position that would usually wander the halls, try to seek out your fellow cultists in person. If not, check in with your brothers using your Commune verb, but do this in private, to prevent people from hearing your whispers.  A lot of jobs have access to isolated areas of the station that are great for this, and there&#039;s also space. Remember, &#039;&#039;&#039;if you get caught, you endanger the entire cult.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[File:Bloodspells.png|64px|class=pixelart]]Blood Spells==&lt;br /&gt;
&#039;&#039;&#039;Blood Spells&#039;&#039;&#039; are limited-use blood magic spells that dissipate after they&#039;re spent, and they&#039;re your bread and butter when fighting the crew. Blood Spells can be created at any time via an action button that appears below your character. &amp;lt;b&amp;gt;However&amp;lt;/b&amp;gt;, blood spells created without an Empowering Rune will take longer, cause significant blood loss, and will cap your spell count at a measly one. Using an Empowering Rune circumvents this issue and allow you to acquire up to 4 spells. You can use an Empowering Rune to remove these spells as well to free up room for others if need be.&lt;br /&gt;
&lt;br /&gt;
A good tip is to make sure to try and have a stun spell and a teleport spell with you to escape risky situations. This will leave only two other options for spells though, so carefully choose what you think might help best for a particular situation.&lt;br /&gt;
&lt;br /&gt;
===How to use and unequip blood spells===&lt;br /&gt;
After carving a spell into your flesh you get an action button on your hud. Click it and that spell will be equipped to your hand, like an item. Then you either activate it in your hand and/or use it on a target, depending on which spell you&#039;ve chosen. &#039;&#039;&#039;To unequip the spell, press Q&#039;&#039;&#039; (works on /tg/ since Aug 2019) &#039;&#039;&#039;or click the same action button again. &#039;&#039;&#039;This will save the spell for later. &lt;br /&gt;
&lt;br /&gt;
=== List of Available Spells ===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#ff9999;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color: darkred; width:125px;&#039;                    |Name&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: darkred;&#039;              |Decription&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: darkred; width:200px;&#039; |Cost/No. of charges&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!Stun&lt;br /&gt;
|A potent spell that will stun and mute victims. Simple, clean, and quite effective for a plethora of situations. [[Status_Effects#Paralyze|Paralyzes]] for for 16 seconds, mutes for 12 seconds and cult-slurs speech for 30 seconds (from the stun moment). If used on a [[Cyborg|cyborg]] it stuns it as if hit by a heavy EMP. &lt;br /&gt;
&lt;br /&gt;
While slurring cult-speak, victims will speak in a disturbing, incomprehensible way. This is usually a dead giveaway that a Cult is onboard when shouted over the radio (unless the [[Bartender]] has been handing out way too many [[Guide to food and drinks#Narsour|Narsours]]).&lt;br /&gt;
|1 charge, 10 HP&lt;br /&gt;
|-&lt;br /&gt;
!Teleport&lt;br /&gt;
|A useful spell that teleports cultists to a chosen destination with a teleport rune on contact. You can teleport other cultists or yourself if need be.&lt;br /&gt;
|1 charge, 7 HP&lt;br /&gt;
|-&lt;br /&gt;
!Electromagnetic Pulse&lt;br /&gt;
|A large spell that allows a user to channel dark energy into an EMP (range 5), causing all electronics in the area to malfunction or be disabled.&lt;br /&gt;
|1 charge, 10 HP&lt;br /&gt;
|-&lt;br /&gt;
!Shadow Shackles&lt;br /&gt;
|A stealthy spell that will summon shadowy handcuffs on a person, and temporarily silence your victim for 10 seconds. Used for keeping crew restrained until they can be converted. The restraints will diseappear if the victim is converted. &lt;br /&gt;
|4 Charges&lt;br /&gt;
|-&lt;br /&gt;
!Twisted Construction&lt;br /&gt;
|&amp;lt;u&amp;gt;A sinister spell used to convert:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Plasteel into Runed Metal.&lt;br /&gt;
* 50 Metal into a Construct Shell.&lt;br /&gt;
* Cyborgs directly into Constructs.&lt;br /&gt;
* Cyborg shells into construct shells.&lt;br /&gt;
* Airlocks into Brittle Cult Airlocks when on {{Combat_Mode}}. A weaker version of [[#Structures|Runed Airlocks]]. &lt;br /&gt;
|1 Charge, 12 HP&lt;br /&gt;
|-&lt;br /&gt;
!Summon Ritual Dagger&lt;br /&gt;
|Enables you to summon a ritual dagger used to draw runes, in case you lost yours or forgot to pick it up from the floor when you got converted. Activate the spell and then click yourself. &lt;br /&gt;
|1 Charge&lt;br /&gt;
|-&lt;br /&gt;
!Summon Combat Equipment&lt;br /&gt;
|A crucial spell that enables you to summon a full set of combat gear including a black jumpsuit, armored robes, a cultist hood, cultist boots, a trophy rack, a Nar&#039;Sien bola, and a spare ritual dagger. Activate the spell and then click yourself. If you are already wearing items in those slots you will only summon the dagger and bola. &lt;br /&gt;
|1 Charge&lt;br /&gt;
|-&lt;br /&gt;
!Hallucinations&lt;br /&gt;
|A ranged yet stealthy spell that will break the mind of the victim with nightmarish hallucinations.&lt;br /&gt;
In practice its useless af.&lt;br /&gt;
|4 Charges&lt;br /&gt;
|-&lt;br /&gt;
!Conceal Presence&lt;br /&gt;
|A multi-function spell that alternates between hiding and revealing nearby runes and cult [[#Structures|structures]]. You can still teleport to concealed teleport runes and prepare blood magic on concealed empower runes. Will make [[#Structures|runed airlocks]] look like basic maintenance airlocks but only cultists will have access. Has a range of 5 tiles. It can trick even the better of the crew into thinking there is nothing in your base.&lt;br /&gt;
|10 Charges&lt;br /&gt;
|-&lt;br /&gt;
!Blood Rites&lt;br /&gt;
|A unique multi-function spell that allows you to gather blood from the floor, or from live victims (50 per drain). Then, you can expend the blood to heal yourself or others. &lt;br /&gt;
&amp;lt;u&amp;gt;Or, you can use the spell in hand to perform a handful of powerful offensive magic attacks:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Blood Spear (150)&#039;&#039;&#039; summons a robust two-handed blood halberd that deals 24 brute and can be recalled to your hand from up to 10 tiles away if it has a clear path back to you. The blood halberd can also be thrown, which causes it to shatter, deal 40 brute and stun whoever it hits. It will only shatter if it hits someone. &lt;br /&gt;
# &#039;&#039;&#039;Blood Bolt Barrage (300)&#039;&#039;&#039; temporarily grants you the ability to launch several powerful projectiles from your hand, similar to the [[Wizard#Arcane Barrage|Wizard&#039;s arcane barrage]]. This spell is easier to cast with both hands free since you switch hands after each shot. Each shot deals 20 brute damage and you get 25 of them. Very usefull against very big targets aka mechs and the [[Captain]]&#039;s ego.&lt;br /&gt;
# &#039;&#039;&#039;Blood Beam (500)&#039;&#039;&#039; will cause you to start channeling a powerful ritual. Once the channel is complete, you will launch a series of projectiles in a cone in front of you. These projectiles pierce through structures and will convert any walls, floors, airlocks, and windows they pass through into their cult variant in addition to damaging any non-cultists they pass through. Cultists hit will be induced with unholy water, which heals them. Can be blocked by blessed tiles. &lt;br /&gt;
|5 Charges&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Runes ==&lt;br /&gt;
The Ritual Dagger allows you to scribe any of these runes, using Scribe Rune. Simply pick the rune you want, and wait until completion. Scribing a rune deals minor damage, since you need to cut your wrists to get the necessary blood. Activate a rune by clicking on it. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#ff9999;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color: darkred; width:125px;&#039;                    |Rune&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: darkred;&#039;              |Decription&lt;br /&gt;
! style=&#039;background-color: darkred; width:125px;&#039;                    |Invokers Required&lt;br /&gt;
! style=&#039;background-color: darkred;&#039;                                 |Phrase&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sacrifice rune.png|64px|class=pixelart]]&amp;lt;br&amp;gt;{{anchor|Rite of Offering}}Offering Rune&lt;br /&gt;
|Instantly converts a normal crewmember on top of it to the cult, healing them for 75% of their brute and burn damage, and spawning a ritual dagger when two cultists stand around the rune. Mindshield-implanted crew cannot be converted, only sacrificed, and need 3 cultists to stand around the rune (but constructs are no less dangerous than humans). - &amp;lt;b&amp;gt;therefore it is recommended that you quickly finish off security victims before their radio or suit sensors can give you away!&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the target is dead, ineligible for conversion or is the required sacrifice target, they&#039;ll be sacrificed instead, gibbing them and creating a Soulstone Shard [[File:Soulstone.png]] that can be used to power a construct.&lt;br /&gt;
|1 to sacrifice dead targets, 2 to convert, 3 to sacrifice the objective or living targets&lt;br /&gt;
|Mah&#039;weyh pleggh at e&#039;ntrath!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Empowerrune.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Empowering Rune &lt;br /&gt;
|Allows cultists to prepare greater amounts of blood magic at far less of a cost. While standing on an empowering rune, the spell count is capped at 4 instead of 1. Additionally, preparing blood magic takes far less time, and you don&#039;t lose as much blood while doing it.&lt;br /&gt;
|1&lt;br /&gt;
|H&#039;drak v&#039;loso, mir&#039;kanas verbot!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Teleport_rune.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Teleport Rune&lt;br /&gt;
|This rune warps everything above it to another teleport rune when used. Creating a teleport rune will allow you to set a tag for it.&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Warning: Teleporting from Lavaland or Space will make the destination rune glow brightly and open a rift in reality that may not only reveal the rune, but the location of your main base as well, choose your rune locations wisely!&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Sas&#039;so c&#039;arta forbici!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Raisedead_rune.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Revive Rune&lt;br /&gt;
|Whenever someone is sacrificed on a Convert rune, they add one (global) charge to this rune. Placing a cultist corpse on the rune and activating it will bring them back to life, expending a hefty three charges in the process. It starts with one freebie revival, so use it sparingly.&lt;br /&gt;
&lt;br /&gt;
Catatonic(disconnected/ghosted) cultists can be reawakened with a new soul by putting them on the Revive rune and activating it. This method of revival does not consume any charges.&lt;br /&gt;
|1&lt;br /&gt;
|Pasnar val&#039;keriam usinar. Savrae ines amutan. Yam&#039;toth remium il&#039;tarat!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wall_rune.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Barrier Rune&lt;br /&gt;
|When invoked, makes a 5-minute invisible wall to block passage. Can be invoked again to reverse this. Costs 2 brute both to invoke and to deactivate. Has 100 health and the rune is destroyed if the barrier is destroyed. &lt;br /&gt;
|1&lt;br /&gt;
|Khari&#039;d! Eske&#039;te tannin!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Summon_rune.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Summoning Rune&lt;br /&gt;
|This rune allows you to instantly summon any living cultist to the rune, consuming it afterward. &amp;lt;u&amp;gt;This rune will only work on the station&amp;lt;/u&amp;gt;, but can grab cultists from almost any location! Does not work on restrained cultists who are buckled or being pulled. &lt;br /&gt;
|2&lt;br /&gt;
|N&#039;ath reth sh&#039;yro eth d&#039;rekkathnor!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Boil_rune.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Blood Boil Rune&lt;br /&gt;
|When invoked, it saps some health from the invokers to send three damaging pulses to any non-cultist who can see the rune, causing 25/50/75 damage split evenly between brute and burn. When the effect is over the rune will briefly set fire to anything over it.&lt;br /&gt;
Some species, such as golems, do not have blood, and thus are immune to this rune. People with magic immunity will be unaffected.&lt;br /&gt;
|3&lt;br /&gt;
|Dedo ol&#039;btoh!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Manifest_rune.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Rune of the Spirit Realm&lt;br /&gt;
|This rune gives you two powerful options:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(1) To manifest ghosts as semitransparent homunculi, which are effectively weak, humanoid cultists with no self preservation instinct. To sustain these homunculi, you must remain on the rune, and each homunculi you have summoned will deal brute damage over time. &amp;lt;u&amp;gt;This option is only available on the space station itself, as the veil is not weak enough in space or Lavaland to give spirits a physical form.&amp;lt;/u&amp;gt; If you get stuck on the rune after summoning a ghost, use your ritual dagger to remove the rune before you get hurt too badly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(2) To ascend as a dark spirit. This option will give you virtually unlimited knowledge. You can use information given to you by ghosts in this form, commune with the cult with your booming voice, and even mark a target that will be &amp;quot;pinpointed&amp;quot; for the rest of the cult. You can even use this function after manifesting ghosts to help guide them in combat - manifested ghosts can also see regular ghosts and therefore can see your dark spirit as you lead them in battle!&lt;br /&gt;
|1&lt;br /&gt;
|Gal&#039;h&#039;rfikk harfrandid mud&#039;gib!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Apocalypse.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Apocalypse&lt;br /&gt;
|A harbinger of the end times. It scales depending on the crew&#039;s strength relative to the cult. Effect includes a massive EMP, unique hallucination for non-cultists, and if the cult is doing poorly, certain events. Similar to the Ritual of Dimensional Rending, the Apocalypse rune can only be scribed in one of the 3 ritual areas. &amp;lt;u&amp;gt;After the Apocalypse rune has been scribed, that particular ritual area can no longer be used to summon Nar-Sie.&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; If the cult makes up &amp;lt;15% of current players, and an apocalypse rune is scribed, a D100 is rolled&lt;br /&gt;
&lt;br /&gt;
* If 1 - 10: Disease Outbreak + Mice Migration&lt;br /&gt;
* If 11 - 20: Radiation Storm&lt;br /&gt;
* If 21 - 30: Brand Intelligence&lt;br /&gt;
* If 31 - 40: Immovable Rod x3&lt;br /&gt;
* If 41 - 50: Meteor Wave&lt;br /&gt;
* If 51 - 60: Spider Infestation&lt;br /&gt;
* If 61 - 70: Localized hyper-energetic flux wave, Gravitational anomaly, Pyroclastic anomaly, Localized high-intensity vortex anomaly&lt;br /&gt;
* If 71 - 80: Space Vines, Grey Tide&lt;br /&gt;
* If 81 - 100: Nar&#039;sian Portal Storm&lt;br /&gt;
|3&lt;br /&gt;
|Ta&#039;gh fara&#039;qha fel d&#039;amar det!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rune_large.png]]&amp;lt;br&amp;gt;Ritual of Dimensional Rending&lt;br /&gt;
|This rune tears apart dimensional barriers, calling forth the Geometer. It needs a free 3x3 space, and can only be summoned in 3 areas around the station. To start drawing it the requested target must have already been sacrificed. Starting to draw this rune creates a weak forcefield around the caster and alarms the entire station of its location. The caster must be defended for 45 seconds before it&#039;s complete.&lt;br /&gt;
&lt;br /&gt;
After it&#039;s drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar&#039;Sie itself.&lt;br /&gt;
|9&lt;br /&gt;
|TOK-LYR RQA-NAP G&#039;OLT-ULOFT!!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Structures ==&lt;br /&gt;
By using a construction talisman on platsteel, you are able to get runed metal. With it, you can build several structures, with unique powers. You can unanchor cult buildings by hitting them with your ritual dagger. Using &amp;quot;Conceal Runes&amp;quot; near these structures will make them turn invisible, and make runed doors look like regular airlocks.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#ff9999;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color: darkred; width:125px;&#039;                    |Name&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: darkred;&#039;              |Decription&lt;br /&gt;
! style=&#039;background-color: darkred; width:75px;&#039;                     |Cost&lt;br /&gt;
|-&lt;br /&gt;
![[File:Altar.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Altar&lt;br /&gt;
|A bloodstained altar dedicated to Nar-Sie. By using it, you are able to create an Eldritch Whetstone, to sharpen your weapon, a Construct Shell, or a Flask of Unholy Water which heals cultists and greatly reduces stuns, or can be thrown to poison non-cultists. After creating one item with the altar it needs 4 minutes to recharge.&lt;br /&gt;
|3 runed metal&lt;br /&gt;
|-&lt;br /&gt;
![[File:Forge.gif|64px|class=pixelart]]&amp;lt;br&amp;gt;Forge&lt;br /&gt;
|A forge used to craft the unholy weapons used by the armies of Nar-Sie. By using it you are able to create a True Nar&#039;sian Hardened Armor; a hardsuit with no slowdown, Flagellant&#039;s Robe; which makes you faster, but at the cost of increasing damage taken by 45%, and a 30 damage eldritch longsword. The eldritch longsword fits in the suit storage slot of every type of cultist armor and has 50% block chance.  After creating one item with the forge it needs 4 minutes to recharge.&lt;br /&gt;
|3 runed metal&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pylon.gif|64px|class=pixelart]]&amp;lt;br&amp;gt;Pylon&lt;br /&gt;
|A floating crystal that slowly heals those faithful to Nar&#039;Sie. Also slowly turns the surrounding floor into engraved floor. Engraved floors allow for significantly faster rune scribing and will resist changes in atmosphere (i.e. loss of air or release of a harmful gas). &lt;br /&gt;
|4 runed metal&lt;br /&gt;
|-&lt;br /&gt;
![[File:Archives.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Archives&lt;br /&gt;
|A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl. By using it, you are able to create a Zealot&#039;s Blindfold, which lets you see in the dark, gives you a medical hud, and is flash proof, Veil Shifter (from veil walker set), a 4 use teleporter which teleports you (and anything dragged by you) forward a medium distance (with some randomness), a Void Torch (also from veil walker set) which lets you teleport objects to other cultists, or a Shuttle Curse, which when used, delays the escape shuttle for 2 minutes. You can only use a certain amount of shuttle curses each round. After creating one item with the archives it needs 4 minutes to recharge.&lt;br /&gt;
|3 runed metal&lt;br /&gt;
|-&lt;br /&gt;
![[File:Runed_airlock.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Runed door&lt;br /&gt;
|Builds a Runed Airlock. Only opens for cultists. Useful securing your base, but a dead giveaway that a cult is onboard. Non-cultists who attempt to use these airlocks are stunned and thrown back.&lt;br /&gt;
|1 runed metal&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cultgirder.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Runed girder&lt;br /&gt;
|A wall girder that can instantly be disassembled with your ritual dagger. &lt;br /&gt;
|1 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Constructs ==&lt;br /&gt;
Robust cultists will likely want to enlist the services of a few constructs. To create a construct, a cultist requires: &lt;br /&gt;
&lt;br /&gt;
* A filled soul stone, either by sacrificing a human, or capturing a soul manually with a stone from an artificer.&lt;br /&gt;
* An empty shell, either by casting Twisted Construction on 50 metal sheets, from an artificer, or from an archive. &lt;br /&gt;
&lt;br /&gt;
When the filled soul stone shard is used on an empty shell, the cultist will be allowed to choose the desired construct to create. Keep in mind these guys are pretty much a dead giveaway that there is cult activity on the station, so try to be covert about it in the beginning. &lt;br /&gt;
&lt;br /&gt;
[[Construct|A complete guide to constructs can be found here]]. Artificers will poop out new Soulstone Shards [[File:Soulstone.png]] and Shells, wraiths can kill the AI, and Juggernauts are great tanks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Inevitable Discovery==&lt;br /&gt;
As the cult rises in power, you and your brethren will begin to undergo some [[Disgusting|revealing effects]] caused by the power gained due to the number of members you have in the cult. This will make you easier to spot by [[Head of Security|unfriendly]] [[Security|crewmembers]], and after a certain point, there will be no way to hide from the crew. You&#039;ll have to make a stand and fight off the rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:maroon;&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&#039;&#039;&#039;The veil weakens as your cult grows, your eyes begin to glow...&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Once the blood cult reaches &#039;&#039;&#039;20%&#039;&#039;&#039; of the active player population, everyone in the cult will receive a notice that the cult is &amp;quot;rising&amp;quot; - and after a moderate delay, the eyes of all existing and new cultists will be permanently &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Examining any cultist with uncovered eyes will confirm their supernatural appearance. Thankfully, this is easily avoidable by wearing any form of eyewear, but still could get you caught out if people are examing you closely without eyewear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&#039;&#039;&#039;Your cult is ascendant and the red harvest approaches - you cannot hide your true nature for much longer!!&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Once the blood cult reaches &#039;&#039;&#039;40%&#039;&#039;&#039; of the active player population, everyone in the cult will receive a warning and after a moderate delay will gain a &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;blood-red cult halo&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &#039;&#039;&#039;permanently revealing the identity of existing AND new blood cultists. There is no way to hide this one.&#039;&#039;&#039; If you&#039;ve managed to get this far, you &#039;&#039;should&#039;&#039; have no problems defeating the crew in a head-on battle if you can deal with Security.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Threats to the Cult==&lt;br /&gt;
&lt;br /&gt;
Even with access to a large number of different runes and spells, there are ways that your plans may be thwarted by the station&#039;s crew. Keep your eye out for these groups of individuals, as they can put a dent in your occult activities.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_hos.png]][[Security]] and the [[File:Generic_chaplain.png]][[Chaplain]]===&lt;br /&gt;
&lt;br /&gt;
Even the best-prepared cultists will have trouble to defend themselves against the united power of security. Especially if the Chaplain Helps them. The Chaplain is able to turn normal water into Holy Water (by slapping its container with a bible), which will turn cultist back into normal people if it stays long enough in their system. The Chaplain is also immune to cult magic and conversion, and his bible is able to make hidden runes visible. The bible can also be used by anyone (not just the Chaplain) on a filled Soul Shard to purify it, which deconverts the shade inside.&lt;br /&gt;
&lt;br /&gt;
== Cultist Tips ==&lt;br /&gt;
* &#039;&#039;&#039;You can solo convert non mindshielded crew by using a Spirit Realm rune and summoning a cult ghost.&#039;&#039;&#039;&lt;br /&gt;
* Cultists can know a rune&#039;s name and effects by examining it.&lt;br /&gt;
* Your dagger is a robust melee weapon with 15 damage and good armor-piercing, it can also be sharpened to further increase its lethality. The dagger also serves as an excellent last resort as it deals 25 damage when thrown.&lt;br /&gt;
* Always be ready to summon a cultist in trouble. &amp;lt;b&amp;gt;Stunned or restrained cultists cannot call for help on the cult communion, so keep an eye on the Common channel. If you see a cultist being arrested be sure to report it in communion so they can be rescued before its too late! You can also use the spirit rune to check for cultists in trouble or ask ghosts for the location of dead cultists to revive&amp;lt;/b&amp;gt;.&lt;br /&gt;
* Spirit Sight is an incredibly powerful exploration tool, and ghosts can give you precious hints.&lt;br /&gt;
* The chaplain&#039;s weapon makes them immune to most of your magic. Don&#039;t attempt to use stun spells on them while they have their weapon, or you will get discovered and likely killed. &lt;br /&gt;
* Keeping a shade in a Soulstone Shard [[File:Soulstone.png]] with you will allow you to use two-person runes by yourself, by releasing and then recapturing the shade.&lt;br /&gt;
* Shades can ventcrawl around the station (alt-click). &lt;br /&gt;
* Cultists often find a use for medibots. Having a single bot with a low threshold, backed up by brutepacks or pylons, can keep your cult in fighting shape. &lt;br /&gt;
* Get some plasteel either from mining, stealing it from robotics, engineering or EVA storage, or deconstructing reinforced walls/tables if you are desperate. The AI satellite even contains some spare plasma and metal that you can use to produce plasteel (if you can convince it to let you in.)&lt;br /&gt;
* The EMP spell and Apocalypse Rune are both incredibly useful. They can give you access almost anywhere, just don&#039;t forget your crowbar!&lt;br /&gt;
* Manifest Spirit is also useful for getting those missing cultists you need for the Nar&#039;Sie rune.&lt;br /&gt;
*A [[construct]] can quickly take down an [[AI]]. The best one to do the job is the Wraith. It can jaunt into the core and take the AI down before the crew can respond.&lt;br /&gt;
*Drawing a rune on a cult floor is 50% faster than on a normal floor (except the Nar-Sie rune).&lt;br /&gt;
*If the Harvesters bring enough people to Nar-Sie you may or may not get a special ending.&lt;br /&gt;
*You may be tempted to try converting the Free Golems down in mining but be warned, Adamantine Golems are &#039;&#039;&#039;anti-magic&#039;&#039;&#039; and your spells will not work on them, similarly, Silver and Cloth Golems are Holy and will also be immune to your conversion.&lt;br /&gt;
*Use the conceal presence spell on a teleport rune to create a hidden teleport destination, perfect for safely escaping to.&lt;br /&gt;
*Blood gathered from the blood rites spell can heal cultists instantly. You can also sap 50 units of blood directly from living people.&lt;br /&gt;
&lt;br /&gt;
== Nar-Sie ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:Narsie.gif|206px]]&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve completed the ritual, Nar-Sie will come forth.&lt;br /&gt;
&lt;br /&gt;
Her destructive power is unmatched, transforming the bodies of the unenlightened and twisting the very walls to suit her image.&lt;br /&gt;
&lt;br /&gt;
Few things are capable of challenging Nar-Sie&#039;s sheer power.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to Fight A Blood Cult: A Guide for the Common Spaceman==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Cult of Nar-Sie&#039;&#039;&#039; may be a formidable group of wrist-cutting lunatics, but not to fear! There are ways that you as a normal crewmember can either fight or stay safe from their occult influence. Here are some suggested courses of action if you are a non-cultist and care for your well being:&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_chaplain.png]][[Chaplain]]===&lt;br /&gt;
The Chaplain is immune to conversion and is able to turn normal water into &#039;&#039;&#039;Holy Water&#039;&#039;&#039;, which can deconvert cultist back into normal people. With a [[Chaplain#Null_Rod|Null rod]] in inventory, the Chaplain is also immune to cult magic. The bible is able to make hidden runes visible. You are not immune to being sacrificed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When cult activity is confirmed:&#039;&#039;&#039; Make sure you have your [[Chaplain#Null_Rod|Null rod weapon]] and [[Chaplain#Holy_Book|Holy Book]] with you. Grab a water tank, bless it with your book so it turns into holy water, and drag the tank to the brig. The brig is now your home. You are a primary target for the cult, and will sometimes also be their sacrificial objective. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Optional) when brig has holy water secured:&#039;&#039;&#039; Grab a [[Atmospherics_items#Fire_Extinguisher|Fire Extinguisher]] from a wall. Empty it and fill it with holy water. You can use it to start blessing tiles, which blocks Blood Beams and prevents [[Construct#Wraith|Wraiths]] from jaunting over them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Optional) if the AI has not been moved:&#039;&#039;&#039; Have the [[AI]] let you into its chamber, so you can bless it. Many cults will kill the [[AI]] early, by constructing a [[Construct#Wraith|Wraith]]. The wraith can easily jaunt in, appear right in front of the [[AI]] and kill it. You can prevent this by blessing most tiles in the AI&#039;s chamber. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When you are safe in the brig:&#039;&#039;&#039; You can cooperate with security and stick close to them. Hopefully, they will treat you with respect in return and give you some gear. If the time comes, you may then choose to be the vanguard in the final battle against the cult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Purified Soulstones and Constructs====&lt;br /&gt;
Anyone (not only chaplain) can purify a soulstone shard with a bible, and then put it into a found construct shell to create [[Construct#Purified_Constructs|purified constructs]], which will help the crew.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_hos.png]][[Security]]===&lt;br /&gt;
&lt;br /&gt;
Even the best-prepared and robust members of the Cult will have trouble defending themselves against the united power of security, especially if the Chaplain helps them. Your job is to deconvert (or kill if necessary) cultists, find and crack down on cult bases, and destroy [[Construct|constructs]]. Remember: the safety of the station and its staff are on the line, and it&#039;s probably your fault if you fail.&lt;br /&gt;
&lt;br /&gt;
====How to Deconvert a Cultist with Holy Water====&lt;br /&gt;
&#039;&#039;&#039;Step 1: Find a suspected cultist.&#039;&#039;&#039; If less than 20% of the crew are converted they will look like normal crew, so you will have to look for people who are behaving suspiciously or are caught standing near runes. Small brute injuries on one arm or isolated blood spills in someone&#039;s workplace could also be signs. If you know that more than 20% of the crew are (or at some point were) converted to the cult, you should ask suspected crewmembers to take off their eyewear. When examining a cultist a red text will then say &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;quot;his/her eyes are glowing an unnatural red!&amp;quot;&#039;&#039;&#039;&amp;lt;/span&amp;gt;. If more than 40% of the crew is (or was) cult, you will also see pentagram halos above their heads. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2: Arrest the suspected cultist.&#039;&#039;&#039; Disable/stun and cuff, like any other criminal. As long as cuffed cultists are either held or buckle-cuffed to a chair, they can not be teleported away by their fellow cultists. Take them to the interrogation room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3: Check the suspect&#039;s bag for a ritual dagger &#039;&#039;&#039;(or other cult items). The cult might still be too small to have glowy eyes. Lock it away so it can&#039;t be used to stop deconversion, in case a prisoner resists out of the cuffs. Take off any cult gear as well, as they might hurt the prisoner after deconversion if worn. &lt;br /&gt;
Remember to check EVERYWHERE. Some cultists may be hiding their gear in more discreet locations on their person. A good one to watch out for is if they have hidden their dagger in their boots if they are wearing Jackboots or Workboots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4: Force feed the confirmed cultist at least 25 units of Holy Water&#039;&#039;&#039;. Use &#039;&#039;&#039;30 units&#039;&#039;&#039; to be safe. Each sip contains 5 units. It takes exactly 60 chemical ticks (about 2 minutes or less) to deconvert a cultist. After 25 ticks (about 50 seconds or less) the cultist will have a 20% chance per tick to spout random cult sentences which, when it happens, also has a 10% chance to cause 12 seconds of unconsciousness. Stunbaton or flash the prisoners every now and then to make sure they don&#039;t resist out of the cuffs. The holy water will instantly clear out blood rites and blood spells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5: [[Security_items#Mindshield_Implant|Mindshield Implant]] the cultist.&#039;&#039;&#039; Mindshield implants will not deconvert cultists, but they will prevent them from being converted/reconverted. They can still be sacrificed and turned into constructs though. [[Security]] and the [[Captain]] are implanted by default. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like with [[Revolution|revs]], you will see a big purple message when a nearby person is deconverted: &#039;&#039;&#039;&amp;quot;-Name- looks like he/she just reverted to his/her old faith!&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Deconverted cultists do not keep their memories from their time in the cult.&lt;br /&gt;
&lt;br /&gt;
====If Shit Hits the Fan====&lt;br /&gt;
If you start seeing pentagram halos you might not have time to arrest and deconvert anymore. Team up, gear up with your weapons of choice, and start blasting people with halos. If the situation feels under control again then go back to deconverting. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here are some tips and tricks for security:&lt;br /&gt;
&lt;br /&gt;
* Mirror shields can instantly shatter, stunning their users, if hit by a shot that does 30 damage or more. Many types of shotgun ammo, such as slugs, should do the trick. &lt;br /&gt;
* Zealot&#039;s Blindfolds protect against flashes, but not against bangs. Use [[Security_items#Flashbang|flashbangs]]. &lt;br /&gt;
* Consider arming deconverted and implanted former cultists. They should be your confirmed allies. &lt;br /&gt;
* [[Construct|Constructs]] cannot be stunned and are usually never on your side in a cult round. Kill them with lethal weapons without hesitation.&lt;br /&gt;
* Mindshields can be applied to members of the Cult even when they are not converted; they only protect against hostile mind conversion. Don&#039;t just go randomly implanting people until you know who is really on your side.&lt;br /&gt;
** Extremely crafty cultists can disguise as a recently murdered Security Officer and steal an implant for themselves to look life officers. Don&#039;t expect this to happen often, but the possibility is there.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_Medical_Doctor.png]][[Medbay]]===&lt;br /&gt;
&lt;br /&gt;
If you work in the Medbay it&#039;s not your job to directly fight the cult, but you may still do so if you wish. Whatever you do, be careful about attacking people if you are not sure who is cultist or not. The same goes for every other department as well. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here are some general tips and tricks for Medbay workers: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Medical Doctor|Medical Doctors]]:&#039;&#039;&#039; Examine people before healing them, to check for glowy eyes or cult gear. If you don&#039;t see anything obvious, then try to do your job as normal. &amp;lt;br&amp;gt;If you have holy water you can be extra helpful by building a [[Guide_to_chemistry#Smoke_Machine|smoke machine]]. Print the board from the medical techfab or ask the AI to let you into the [[Tech_Storage|tech storage]] so you can grab it. Print stock parts and cable coil from an [[autolathe]]. Fill it with holy water and turn it on. Cultists who breathe the holy water will have their prepared spells deleted, so they can no longer stun you. The holy water smoke will also bless tiles if 10u or more touches them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Chemist|Chemists]]:&#039;&#039;&#039; You can create non-lethal syringes with [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]] or other chemicals, to use in a syringe gun. Then if you accidentally shoot a non-cultist it won&#039;t be a big deal. If you manage to put a confirmed cultist to sleep, then feel free to cuff them with [[Makeshift_weapons#Cablecuffs|cablecuffs]] and bring them to the brig for deconversion. You can also make [[Guide_to_chemistry#Ephedrine|combat drugs]] and hand them to security. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Geneticist|Geneticists]]:&#039;&#039;&#039; You can try to find powers such as x-ray vision, and then make injectors to give to [[security]] (or use yourself). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also, try to keep your distance from people acting suspiciously. Medbay usually has some secluded areas, and cultists can easily stun and kidnap you in melee range. Don&#039;t try to fight them unless you know what you&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic cargotech.png]][[Cargo]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order Religious Supplies crates.&#039;&#039;&#039; If the Chaplain is nowhere to be seen and security don&#039;t have any holy water, order this as fast as possible. The crate contains holy water. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order [[Security_items#Mindshield_Implant|Mindshield Implants]].&#039;&#039;&#039; If people really don&#039;t want to be converted to the cult, they can request to be implanted after cult presence is confirmed. If security is properly deconverting crew, they might run out of implants unless cargo ordered more. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order guns.&#039;&#039;&#039; If you have a way to open the crates, then guns could help give you or [[security]] the upper hand. Remember, be careful about who you shoot if you don&#039;t know who is a cultist. Prefer using non-lethals if holy water is available. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic scientist.png]][[Science]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guide to toxins|Toxins]]&#039;&#039;&#039;: While bombs should be the crew&#039;s last resort, they are the strongest weapon you can use to stop a Nar-Sie summon. If you hear the summoning announcement, it might be time to deliver a bomb to the announced location, as a final decisive move against the cult. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Roboticist]]&#039;&#039;&#039;: [[Guide_to_robotics#Exosuits|Exosuits]] are strong when cracking down on cult bases. Feel free to build one or more. Cult spells and items can not stun mechs, but they can still damage and destroy it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guide to xenobiology|Xenobiologist]]&#039;&#039;&#039;: Some slime cores, such as those from [[Guide_to_xenobiology#Sepia_Slime|Sepia Slimes]] can be very powerful in combat, if you manage to get them. Be careful though, as in the xenobiology lab you are often isolated which could make you an easy target. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_engineer.png]][[Engineering]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Engineer]]&#039;&#039;&#039;: Normally, cultists don&#039;t sabotage the engine since it may hurt their teammates. Just make sure there is power. Feel free to build backup [[Guide_to_Telecommunications|telecomms]] in case a [[Construct#Wraith|wraith]] wrecks it (cultists don&#039;t need [[Guide_to_Telecommunications|telecomms]]). You can also try asking the [[AI]] let you move its core to a hidden location if you can make it trust you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Atmospheric Technician]]&#039;&#039;&#039;: You don&#039;t need to go out of your way to fight the cult unless you have some sort of plan. Do not flood the station with gas, since it might hurt non-cultists. Repair any hull breaches resulting from combat.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_botanist.png]][[Botany]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grow [[Guide_to_hydroponics#Holymelon|Holymelons]].&#039;&#039;&#039; Not only can they be ground for holy water, but they also have anti-magic properties. Keep a [[Guide_to_hydroponics#Holymelon|Holymelon]] in your hand and you should be immune to cult conversion and some other cult spells, until the melon runs out of charges. &lt;br /&gt;
&lt;br /&gt;
=== [[Traitor]] ===&lt;br /&gt;
It&#039;s possible to force a cultist to reveal information by using the hypnotic flash available to traitors, as hypnosis has a greater influence over a person&#039;s mind than the influence of Nar-Sie ([[Rules#Antagonist_Directive_Priorities|check the antagonist directive priorities on the rules page here]]). A very trustworthy security force could use this to negotiate with a traitor and gain an insane advantage. This will not work on deconverted cultists, as they lose their memory of the time they were in the cult.&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 8B0000&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Nuclear_Operative&amp;diff=14105</id>
		<title>Nuclear Operative</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Nuclear_Operative&amp;diff=14105"/>
		<updated>2023-10-18T19:23:35Z</updated>

		<summary type="html">&lt;p&gt;Deadmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|Nukies are currently disabled.}}{{JobPageHeader&lt;br /&gt;
 |colour = 8B0000&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 8B0000&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 8B0000&lt;br /&gt;
 |img = Generic_nukesyndie.png&lt;br /&gt;
 |stafftype = ANTAGONIST &lt;br /&gt;
 |jobtitle = Nuclear Operative&lt;br /&gt;
 |access = Any place a [[Syndicate_Items#Airlock_Authentication_Override_Card|doorjack]] or a block of C4 will open&lt;br /&gt;
 |difficulty = Very Hard&lt;br /&gt;
 |superior = [[The Syndicate]]&lt;br /&gt;
 |duties = GET [[Nuclear disk|DAT FUKKEN DISK]]&lt;br /&gt;
 |guides = This page, [[Syndicate Items]]&lt;br /&gt;
}}&lt;br /&gt;
{{Antag Dept header}}&lt;br /&gt;
Congratulations, agent. You have been chosen to join &amp;lt;s&amp;gt;our finest group of operators,&amp;lt;/s&amp;gt; the &#039;&#039;&#039;Syndicate Nuclear Operative&#039;&#039;&#039; strike team. Your mission, whether or not you choose to accept it, is to destroy Nanotrasen&#039;s most advanced research facility! That&#039;s right, &#039;&#039;you&#039;re going to Space Station 13&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;[[File:Syndicate-hardsuit-helmet.png|64px|class=pixelart]] Nuclear Badass&#039;&#039;&#039;==&lt;br /&gt;
As a &#039;&#039;&#039;Nuclear Operative&#039;&#039;&#039;, you are among the finest in the Syndicate&#039;s fighting force, the elite. You&#039;re nuclear. You&#039;re &#039;&#039;wild&#039;&#039;. You&#039;re no simple [[Traitor]]; you have full access to all of the Syndicate&#039;s available arsenal ranging from assault firearms, chemical weapons, high-power sniper rifles, RPGs, advanced implants, explosives, badass combat mechs, you name it. Not to mention the most important item of them all: A stolen &#039;&#039;&#039;Nanotrasen Nuclear Fission Explosive&#039;&#039;&#039;. You have all of this for one simple reason: to ensure the total destruction of Space Station 13. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, it isn&#039;t as simple as just fly in, plant the bomb, and get out. Nanotrasen has put in safety measures to ensure that even if stolen, their nukes cannot be activated without a special [[High-risk_items#Nuclear_authentication_disk|Nuclear Authentication Disk]]. These are usually granted to the [[Captain]], their one true responsibility outside of leading the station. By the end of this however, you should be ready for what lies ahead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Clipboard paper.png|64px|class=pixelart]] Your Primary Objectives==&lt;br /&gt;
&lt;br /&gt;
#Retrieve the [[High-risk_items#Nuclear_authentication_disk|Nuclear Authentication Disk]] (located on the station).[[File:NuclearDisk.gif|64px|class=pixelart]]&lt;br /&gt;
#Use it to activate the [[Nuclear Fission Explosive]] (located on the Infiltrator). [[File:Nuke.gif|64px|class=pixelart]]&lt;br /&gt;
#Escape alive on the Syndicate Infiltrator. [[File:Vodka bottle.png|64px|class=pixelart]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic_nukesyndie.png|64px|class=pixelart]] But First, You Must Learn How to Crawl==&lt;br /&gt;
[[File:Syndie.png|300px|thumb|alt=Syndicate Infiltrator|The Syndicate Infiltrator and the Syndicate Base.]]&lt;br /&gt;
Before you do anything, you must properly prepare yourself. There&#039;s no need to rush, instead take the time to discuss strategy with your squad mates - a job well planned is half done!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The checklist is as follows:&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Plan&#039;&#039;&#039; the attack (how to get the nuke disk and arm the nuke).&lt;br /&gt;
#&#039;&#039;&#039;Order&#039;&#039;&#039; items with your uplinks and arm yourself to the teeth.&lt;br /&gt;
#&#039;&#039;&#039;Infiltrate&#039;&#039;&#039; from the Syndicate Infiltrator or make your presence known with an assault pod.&lt;br /&gt;
#&#039;&#039;&#039;Steal&#039;&#039;&#039; the Nuclear Authentication Disk.&lt;br /&gt;
#&#039;&#039;&#039;Activate&#039;&#039;&#039; the [[Nuclear Fission Explosive]] (preferably on the station).&lt;br /&gt;
#&#039;&#039;&#039;Evacuate&#039;&#039;&#039; the station to celebrate your successful mission with the surviving team at the base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Knowing Your Team===&lt;br /&gt;
All of your fellow agents will have a big red [[File:Hudsyndicate.png]] by their head. Watch your fire when you see this [[File:Hudsyndicate.png]], as you don&#039;t want to friendly fire or even kill your fellow agents on accident. You will also all have the same last name which is set by the leader.&lt;br /&gt;
&lt;br /&gt;
Each nuke team will be assigned a leader. They spawn behind the desk, and is the only one with access to the shutters into the Syndicate Infiltrator. Additionally they have a radio headset that has a loud mode, so if they remember to turn it on they will have the large text over your secure Syndicate radio channel. If you are chosen to be the leader but don&#039;t feel up to snuff for it, pass your &#039;&#039;&#039;lead agent card&#039;&#039;&#039; and the challenge mode item to someone else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Documents.png|64px|class=pixelart]] Planning the Attack==&lt;br /&gt;
&#039;&#039;&#039;LISTEN TO YOUR LEADER&#039;&#039;&#039; (the guy who spawns inside the tables he is the only one with access to the button to the shutters)! Your team should talk over about their plan of attack, but the leader should have the final say.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;A couple of different approaching styles/ideas:&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Classic-style (Surprise Ops):&#039;&#039;&#039; Silently infiltrate the station and sabotage coms/AI. Then come blazing out of maintenance guns-a-blazing after the person with the disk. The classic and most effective style.&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator-style (Stealth Ops):&#039;&#039;&#039; Silently infiltrate the station and acquire disguises, then change your Agent ID to a believable name. Assassinate the disk holder and nuke the station without the crew even knowing you&#039;re there. Very difficult to pull off and requires coordination.&lt;br /&gt;
*&#039;&#039;&#039;Hybrid-style (Split Ops):&#039;&#039;&#039; Basically Classic-style, but with one ore more stealth operatives to blend in and try to nab the disk if the crew isn&#039;t watching their back. A useful tactic if the main team fails to get the disk.&lt;br /&gt;
*&#039;&#039;&#039;Assault-style (War Ops):&#039;&#039;&#039; Have your leader declare war to grant your team a VERY large TC boost, at the cost of announcing your presence to the entire station and delaying your assault until the round has been going on for 20 minutes.&lt;br /&gt;
*&#039;&#039;&#039;Locker-style (Locker Ops):&#039;&#039;&#039; Cram your whole team into a locker, have someone in disguise drag the locker to the station, unleash a locker full of syndies right in front of the Captain. What a nasty suprise! Bonus points if you use the [[Delivery Office]] to mail your locker full of hurt to your target. (Fission Mailed operatives)&lt;br /&gt;
* &#039;&#039;&#039;Murderbone-style (Fluke Ops):&#039;&#039;&#039; Just kill everything that doesn&#039;t have a red S over it. Will most likely result in your failure if you try to take on every damn crewmate. After a while the amount of toolboxes thrown into your head adds up.&lt;br /&gt;
*&#039;&#039;&#039;STEELRAIN-style (Pod Ops):&#039;&#039;&#039; Use the drop pod located in the right side of the base to slam into a location of your choice on the station. CRASH AND BURN BABY, STEEL RAIN! Just make sure you have a way out!&lt;br /&gt;
&lt;br /&gt;
These are just a few of the ways your team can try to get dat fukken disk. Experiment, come up with something different or more elaborate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Gangtool_red.png|64px|class=pixelart|]] War Were Declared===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Declaration of War&#039;&#039;&#039; - &amp;quot;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Cindy Kate has declared her intent to utterly destroy Space Station 13 with a nuclear device, and dares the crew to try and stop them.&amp;lt;/span&amp;gt;&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leader starts with a tool in his bag which can be used to declare war against the station. When activated, this alerts the crew that you&#039;re planning to kick down their door in about 20 minutes and gives the team a bonus of 280 TC. Declaring war doesn&#039;t change any of the above, except you lose the luxury of having time to come up with a plan and the element of surprise. Most times, declaring war means facing a completely armed and armored station hellbent on kicking your ass, so be sure to spend your Telecrystals wisely.&lt;br /&gt;
&lt;br /&gt;
===[[File:Syndicate headset.png|64px|class=pixelart]] Communication===&lt;br /&gt;
You have a special radio frequency, set in an encrypted wavelength. This is how you will, and must communicate with your team. Communicate passwords, safewords, and attack plans on this channel early, there is no telling who might get the headset later.&lt;br /&gt;
&lt;br /&gt;
Making code named strikes with your team can be an effective way to deal with the crew, but it is difficult.&lt;br /&gt;
&lt;br /&gt;
Safewords can be said if you see a comrade but both of you are disguised. &amp;quot;Shamalama dingdong!&amp;quot; or something - fast, and easy to say. The phonetic alphabet can also be useful for this, as in Alpha - A, Bravo - B, Charlie - C and so on.&lt;br /&gt;
&lt;br /&gt;
Passwords are only useful if you have a door guard in the Infiltrator, or some one with the Military PDA. Make it as you want, said over the Syndicate frequency.&lt;br /&gt;
&lt;br /&gt;
Alternatively, purchase a [[Syndicate Items#Codespeak_Manual|Codespeak Manual]] and speak in codespeak to prevent any crewmembers with the syndicate frequency from hearing you.&lt;br /&gt;
&lt;br /&gt;
The Syndicate radio channel is shared by other agents if any are present, including Lavaland Communications Agents, normal traitors who purchase the syndicate encryption key item with telecrystals, and even malfunctioning AI units. Consider cooperating with them if they talk in your channel.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Gear as a Team===&lt;br /&gt;
The operatives will get an amount of bonus telecrystals [[File:Tc.png]] based on the round population, allowing nuke op equipment to scale with the increased threat of a fully-manned station.&lt;br /&gt;
&lt;br /&gt;
Each operative spawns with a personal Syndicate Uplink radio with 25 Telecrystals pre-loaded. If war is declared, everyone will gain a large amount of extra TC, automatically evenly distributed. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pause and think hard. Which [[Syndicate Items]] will you need? Which can cause a huge backlash if used against your team? Now, consider what everyone else will likely need. The problem with the agent ID is the access -- you have very little, but an airlock auth override card (doormag), jaws of life, powersink or stolen high-ranking ID will change that in a moment. You do not have an ID or a position at the station, so don&#039;t worry about people finding the broken doors. Everyone on the team should have either a doormag or a jaws of life. The chameleon kit isn&#039;t an available option for sneaking in as a Nuke Op, but other items such as a chameleon projector, stealth implant, or simply a change of clothing can work just as well. Bombs are great in the right hands. Energy swords, especially if you purchase double-bladed eswords, are good for blocking enemy fire - but can be easily turned against you if an assistant gets a lucky disarm in. It is likely you may take damage, which is when the usefulness of the medigun and medkits come into play. Syndicate borgs are great tanks, and are even more robust if you have a welder, but are at great risk from ion rifle shots, emps and flashes/flashbangs. Mechs are devastating assault option that can soak up tons of damage and dish out just the same, but are rendered almost useless if Security remembers they have the ion rifle. Getting geared up as a team is all about balancing what the entire team has, making sure that most concerns like access, firepower, recovery, distractions, etc. are all addressed.&lt;br /&gt;
&lt;br /&gt;
==[[File:Chest rig.png|64px|class=pixelart]] Equipment==&lt;br /&gt;
[[File:Nuke shuttle.png|thumb|400px|The Syndicate Infiltrator, your ship.&amp;lt;br&amp;gt;Green: Tools&amp;lt;br&amp;gt;Blue: Explosives (Syndicate bombs, C-4 and Syndie Minibombs)&amp;lt;br&amp;gt;Purple: Your blood-red hardsuits&amp;lt;br&amp;gt;Yellow: Medical equipment and surgery&amp;lt;br&amp;gt;Red: The nuclear fission explosive. Detonate this.]]&lt;br /&gt;
&lt;br /&gt;
You will spawn in the main control room of the base. In the syndicate control room, you will find a few various items strewn about, nothing of too much importance. This is mostly your meeting place to discuss your plan/celebrate your victory after the mission (hopefully). About the only things of note would be the one free Big Red Button which detonates all active syndicate bombs at once, and of course Cayenne, your lovable space carp mascot.&lt;br /&gt;
&lt;br /&gt;
Head through the door towards the south and you&#039;ll find the &#039;&#039;&#039;Equipment Room&#039;&#039;&#039;. This contains some lockers with basic gear. Pick out what you need from one of the lockers, having the gear in these lockers comes in handy. Consider taking the Ion Rifle to use against enemy silicons, or purchasing from the [[Vending_machines#Tool_Machines|YouTool]] vending machine.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;There are five armory closets. Each contains:&amp;lt;/u&amp;gt;&lt;br /&gt;
*Tactical Turtleneck&lt;br /&gt;
*Black Shoes&lt;br /&gt;
* Standard Radio Headset with a syndicate encryption key&lt;br /&gt;
*Chest Rig for storing extra gear&lt;br /&gt;
*An Operative Holster an alternate to the Chest rig, for if you plan on using large guns such as sniper rifles and rocket launchers&lt;br /&gt;
*Pocket Crowbar (Absolutely necessary when your team is using a powersink. It fits inside the box too.)&lt;br /&gt;
*Night Vision Goggles&lt;br /&gt;
*10mm Pistol Magazine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;On the Syndicate Infiltrator, there&#039;s also a &#039;&#039;&#039;Tool Storage&#039;&#039;&#039;, which contains:&amp;lt;/u&amp;gt;&lt;br /&gt;
*Night Vision Goggles&lt;br /&gt;
*A Suspicious Looking Toolbox (You need the wrench if you are planting a power sink.)&lt;br /&gt;
*2 Suspicious Beacons (These are beacons for [[Syndicate_Items#Syndicate_Bomb|Syndicate Bomb]]s, don&#039;t just take them randomly, usually they are used as part of the plan.)&lt;br /&gt;
*2 Syndicate Minibombs&lt;br /&gt;
*5 Bricks of C4&lt;br /&gt;
*Syndicate medical duffel bag&lt;br /&gt;
*Military PDA with detomatix cartridge&lt;br /&gt;
*Box of tear gas grenades&lt;br /&gt;
*Box of flashbangs&lt;br /&gt;
*5 Pistol Magazines&lt;br /&gt;
*Many other kinds of generic tools like proximity sensors and remote signaling devices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You must now equip yourself for space travel so you can invade the station. &lt;br /&gt;
#If you haven&#039;t bought an elite/shielded hardsuit, get a blood-red hardsuit from the E.V.A Gear storage room on the shuttle.&lt;br /&gt;
#Take the syndicate mask from the box in your backpack and wear it.&lt;br /&gt;
#Ensure your hardsuit is in EVA mode instead of combat.&lt;br /&gt;
#Take an oxygen tank from the rack and fill it in the O2 canister.&lt;br /&gt;
#Put the tank in your suit storage and activate your internals.&lt;br /&gt;
#(Optional) If you don&#039;t want to use the built-in jetpack on the hardsuit you can use the jet harness, use it as you would a normal jetpack. It can also be used as your internals.&lt;br /&gt;
#Pick out your Syndicate agent card ID&#039;s disguise (or wait till you get to the station).&lt;br /&gt;
&lt;br /&gt;
Once you are space ready, and your internals are running from your jetpack, look into the Equipment Room and pick up a pair of Night Vision goggles if you have not already bought a pair of thermals, this is double important if you plan on using a Powersink.&lt;br /&gt;
&lt;br /&gt;
You are now completely outfitted, check the inside of your backpack/military belt and throw out what you will not use, this will be handy for the next stage of equipping yourself with weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:L6machinegun.png|64px|class=pixelart]] Weapons===&lt;br /&gt;
The most fun part of mission prep: choosing your weapon.&lt;br /&gt;
&lt;br /&gt;
The Operatives are not without their heavy arsenal of weapons, tools and explosives that allows them to best even the station&#039;s Security force. The staple of Syndicate operatives is their exclusive use of ballistic weapons. Energy guns, laser rifles, and disablers typically used by station Security are much too advanced for the Syndicate to have on hand. And besides, at the end of the day a big ass LMG with ammo to spare is going to beat one laser gun that has to constantly recharge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Syndicate_Items#Nuclear_Strike_Team|See here for a full list of what you have available to you. Note that some standard traitor items will also be available.]]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs style=&amp;quot;width:90%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Guns&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;  style=&amp;quot;background-color:#ff9999;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color: darkred; width:125px;&#039;         |Item&lt;br /&gt;
! style=&#039;background-color: darkred; width:100px;&#039;          |Price&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: darkred;    |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stetchkin.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Makarov Pistol&lt;br /&gt;
|Free&lt;br /&gt;
|Standard-issue sidearm. 8-round magazine, fires 9mm rounds at 30 brute per shot. This is a mediocre primary weapon to use due to its low ammo count and slow rate of fire but it can be useful in a pinch. Magazines can be found strewn about the base and in the Infiltrator as well, so most times there isn&#039;t a need to purchase additional mags unless you want to use the alternative ammo types available. Additional Makarovs can be bought for &#039;&#039;&#039;7 Telecrystals.&#039;&#039;&#039; Compatible with suppressors. &#039;&#039;Isn&#039;t implant-locked like your other firearms!&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bulldog.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Bulldog Shotgun&lt;br /&gt;
|8 Telecrystals&lt;br /&gt;
|Close combat semi-auto 12 gauge shotgun. 8 shells drum fed, semi-automatic. Five ammo types. Great for close encounters such as combat in maintenance tunnels, but quickly falls short in damage at medium to long range.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stetchkin.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Stechkin APS Machine Pistol&lt;br /&gt;
|10 Telecrystals&lt;br /&gt;
|An ancient Soviet machine pistol refurbished for the modern age. 15-round magazine, fires 9mm rounds at 30 brute per shot. It fires quickly in 3 round bursts, but kicks like a mule and has a degree of bullet spread. Compatible with suppressors.&lt;br /&gt;
|-&lt;br /&gt;
![[File:C20r.png|64px|class=pixelart]]&amp;lt;br&amp;gt;C-20r Submachine Gun&lt;br /&gt;
|13 Telecrystals&lt;br /&gt;
|Close Combat SMG. 24-round magazine, fires .45 rounds at 30 brute per shot. A classic weapon popular among nuke ops, comes with 3 round burst for maximum damage. Great versatility. Compatible with suppressors.&lt;br /&gt;
|-&lt;br /&gt;
![[File:M90.png|64px|class=pixelart]]&amp;lt;br&amp;gt;M90-gl Carbine&lt;br /&gt;
|18 Telecrystals&lt;br /&gt;
|This carbine has a three-round burst setting as well as a 40mm underbarrel grenade launcher that can be fired using {{Rightclick}} right click. Magazines hold 30 rounds of 5.56mm ammunition that deal 35 damage each, which is more than enough against unarmored targets. Additional 40mm HE Grenades are purchasable at the uplink for 2 TC each.&lt;br /&gt;
|-&lt;br /&gt;
![[File:L6machinegun.png|64px|class=pixelart]]&amp;lt;br&amp;gt;L6 SAW&lt;br /&gt;
|18 Telecrystals&lt;br /&gt;
|Fully automatic belt-fed Light Machinegun. 50-rounds box magazine, fires 7.12x82mm rounds at 45 brute per shot.  Very powerful weapon, capable of critting most targets in just 3 shots. It can be fired fully automatic, which can be used to great effect when providing covering fire for your team. Or just, y&#039;know, shooting into crowds of people. Remember, no Russian. Very unwieldy however, needs both hands free to fire, cannot fit in any storage slot and must be carried at all times.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sniper.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Sniper Rifle&lt;br /&gt;
|16 Telecrystals&lt;br /&gt;
|Specialist weapon for the professional, or insane. Long range sniper rifle with a mounted scope. 6-round magazine, default .50 ammo deals 70 damage per bullet that knocks people off their feet on impact, with a chance to dismember targets. Comes with two kinds of alternative ammo for either penetrating through walls and structures or putting targets to sleep. The sniper rifle is a very unwieldy weapon but can be devastating in the hands of a skilled marksman. Compatible with suppressors.&lt;br /&gt;
|-&lt;br /&gt;
![[file:Rocketlauncher.png|64px|class=pixelart]]&amp;lt;br&amp;gt;PML-9&lt;br /&gt;
|8 Telecrystal&lt;br /&gt;
|The Propelled Munitions Launcher, AKA a god damn RPG. Can hold a single rocket at a time, fires 84mm HE rockets that deal 50 damage on contact with a person, with the resulting explosion causing additional blast damage and potential fire damage. Has a far more expensive 84mm HEDP Rocket as alternative ammo that deals 80 damage on contact, has a stronger explosion, and deals incredible damage to armored targets like mechs or cyborgs (or perhaps the Captain, hehe). While the launcher itself isn&#039;t super expensive, the ammo costs add up quickly at 2 Telecrystals for each standard HE rocket and &#039;&#039;&#039;6&#039;&#039;&#039; Telecrystals for a single HEDP rockets. Also of note, the PML-9 is unwieldy; both hands need to be free to fire and it can&#039;t be stored anywhere except being held.&lt;br /&gt;
|-&lt;br /&gt;
![[file:Plastikov.png|64px|class=pixelart]]&amp;lt;br&amp;gt;PP-95 Surplus Submachine Gun&lt;br /&gt;
|2 Telecrystals.&lt;br /&gt;
|An ancient surplus 9mm submachine gun pattern updated and simplified to lower costs, though perhaps simplified too much. 5-round magazine, fires 9mm rounds at a much lower 10.5 brute per shot in 5 round bursts. Has a horrendous random spread that makes it impossible to accurately aim at anything except what&#039;s close in front of the shooter. Questionable usefulness but is extremely cheap, and additional mags are only 1 Telecrystal!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Close Combat Weapons&amp;quot;&amp;gt;&lt;br /&gt;
The Syndicate is not without its CQC options. Have a quick look at the most commonly used melee weapons.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;background-color:#ff9999;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color: darkred; width:125px;&#039;         |Item&lt;br /&gt;
! style=&#039;background-color: darkred; width:100px;&#039;          |Price&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: darkred;    |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:ESword.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Energy Sword&lt;br /&gt;
|8 Telecrystals&lt;br /&gt;
|Close combat weapon. 30 brute per hit. Best if used as a sidearm or if you are very robust in melee. Good for conserving ammo for your primary weapon. Can be disabled to fit in pockets or other small spaces.&lt;br /&gt;
|-&lt;br /&gt;
![[File:DoubleESword.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Double-bladed Energy Sword&lt;br /&gt;
|16 Telecrystals&lt;br /&gt;
|The double energy sword is an immensely powerful weapon, capable of sending unarmored victims into critical in just 3 hits (and likely stunning them, dismembering, or knocking them unconscious long before that). Wielding it grants you a 50% chance to block melee attacks, and energy projectiles like lasers and disabler shots will deflect off the blade. Like the single-bladed Energy Sword, it must be turned on to be used properly, and can still be stored in your pocket when turned off.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Eshield.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Energy Shield&lt;br /&gt;
|16 Telecrystals&lt;br /&gt;
|This is a very powerful asset, it will deflect all energy based ranged attacks, laser or stun. This makes it significantly harder for station personnel to attack or subdue you at range as only the armory&#039;s riot shotguns (or autorifles if they bought any from cargo) will be effective in bypassing the energy shield. Pair it with an energy sword for a killer combo.&lt;br /&gt;
|-&lt;br /&gt;
![[file:BGloves.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Combat Gloves Plus&lt;br /&gt;
|5 Telecrystals&lt;br /&gt;
|Extremely similar to the standard issue combat gloves all operatives start with, but unlike the regular ones these come installed with nanotechnology that teach the wearer the martial art of Krav Maga. Gives you activated abilities that turn your next unarmed melee attack into either a suffocating lung punch, a silencing neck chop, or a leg sweep to knock opponents over. Expands your options if you ever find yourself without your ranged weapon, or can assist in making silent takedowns with the neck chop.&lt;br /&gt;
|-&lt;br /&gt;
![[File:CQC_manual.png|64px|class=pixelart]]&amp;lt;br&amp;gt;CQC Manual&lt;br /&gt;
|13 Telecrystals&lt;br /&gt;
|Reading this single-use book will teach you the basics of CQC - a martial art. You learn devastating combos and when throw is active, have a chance to block and counter attacks. Popular among teams who prefer to infiltrate silently, as CQC allows you to incapacitate opponents silently and non-lethally.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Syndicate Operatives really know how to make a good situation bad, and the quickest way to do that is by blowing everything up. Here&#039;s the list of commonly detonated bombs.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;background-color:#ff9999;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color: darkred; width:125px;&#039;         |Item&lt;br /&gt;
! style=&#039;background-color: darkred; width:100px;&#039;         |Price&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: darkred;    |Description&lt;br /&gt;
|-&lt;br /&gt;
![[file:C4.gif|64px|class=pixelart]]&amp;lt;br&amp;gt;Composition C-4&lt;br /&gt;
|1 Telecrystal&lt;br /&gt;
|A brick of standard issue C4, useful for breaching walls for an explosive entrance. The Infiltrator comes prestocked with a ton of these. Use it in hand to set the timer, then use it on what you want to attach it to; it takes 3 seconds to set up, and requires you to be un-interrupted. Can be purchased in bulk duffel bags for only &#039;&#039;&#039;8 Telecrystals.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[file:Syndicate_Minibomb.gif|64px|class=pixelart]]&amp;lt;br&amp;gt;Syndicate Minibomb&lt;br /&gt;
|6 Telecrystals&lt;br /&gt;
|A standard issue high yield grenade with a 5 second fuse. The Infiltrator comes prestocked with a few of these. Strong enough to blow open a hole to space in the floor, and does extreme damage to anyone caught in the blast. Armored targets may survive, but just barely.&lt;br /&gt;
|-&lt;br /&gt;
![[file:Syndicate_Bomb.gif|64px|class=pixelart]]&amp;lt;br&amp;gt;Syndicate Bomb&lt;br /&gt;
|11 Telecrystals&lt;br /&gt;
|The largest explosive ordnance available to the Operatives (besides the nuke, of course). Standard issue, the Infiltrator comes prestocked with a few beacons to teleport them in. Set the timer (minimum of 90), wrench it in to secure it, and run away! The blast should obliterate anyone caught in it and cause devastating damage to that part of the station. Incredibly useful for taking out critical station areas such as Telecoms, Medbay, and others. A [[file:Big_red_button.png]]Syndicate Detonator can be used to instantly detonate any active Syndicate Bombs instantly, regardless of the countdown; one of these is on a table in the base.&lt;br /&gt;
|-&lt;br /&gt;
![[file:Combat_belt.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Grenadier&#039;s Belt&lt;br /&gt;
|22 Telecrystals&lt;br /&gt;
|A demolitionist&#039;s dream. The belt contains a variety of &#039;&#039;26&#039;&#039; different grenades for you to play with. 10 of those are frag grenades, the rest are a collection of minibombs, incendiaries, EMP grenades, acid grenades, freezing gluon grenades, and more. Comes with a screwdriver and multitool for customization. If you&#039;re throwing arm is good and you can cook your grenades right, this single belt can wreck havoc on the crew for an entire operation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Utility Items&amp;quot;&amp;gt;&lt;br /&gt;
What makes an effective operator is not their weapon of choice, but their tools and gadgets at their disposal. These are the most commonly seen and used, but feel free to experiment with other options.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;background-color:#ff9999;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! style=&#039;background-color: darkred; width:125px;&#039;         |Item&lt;br /&gt;
! style=&#039;background-color: darkred; width:100px;&#039;         |Price&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color: darkred;    |Description&lt;br /&gt;
|-&lt;br /&gt;
![[file:Id_regular.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Agent ID Card&lt;br /&gt;
|Free&lt;br /&gt;
|Standard issue syndicate chameleon ID card given to all operatives. Can be adjusted to disguise as any name/job, but only comes with inherent access to the station&#039;s maintenance areas, the base, and the Infiltrator. Using it on other IDs (looted from the crew) allows you to copy up to 5 ID access codes to the agent ID. Useful for steath operations when trying to disguise as station crew. Don&#039;t lose this! You&#039;ll need it to access the Infiltrator&#039;s nuke storage and the pilot&#039;s console.&lt;br /&gt;
|-&lt;br /&gt;
![[file:Stimulant_medipen.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Stimpack&lt;br /&gt;
|5 Telecrystals&lt;br /&gt;
|This stimulant medipen comes loaded with 50u [[Guide_to_chemistry#Stimulantschem|Stimulants]], which will heavily increase your run speed, reduce stuns and give a small heal over time. Lasts a long time and is &#039;&#039;&#039;incredibly useful for combating stun weaponry often used by the crew.&#039;&#039;&#039; Many an operative team has failed due to an angry mob armed with stun batons.&lt;br /&gt;
|-&lt;br /&gt;
![[file:Syndicate_Medical_Supply_Kit.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Combat Medkit&lt;br /&gt;
|4 Telecrystals&lt;br /&gt;
|Syndicate themed combat medkit, filled with medical supplies for sustaining a team of operators. Contains a combat auto-injector filled with a cocktail of healing chemicals and restorative nanites, a night vision med-HUD scanner for locating injured teammates, a few brute/burn patches and a combat belt defibrillator (which is more useful as a weapon). For standard mission plans, ensure at least on member has one of these to act as the team&#039;s medic. You WILL get shot.&lt;br /&gt;
|-&lt;br /&gt;
![[file:Red_book.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Codespeak Manual&lt;br /&gt;
|3 Telecrystals&lt;br /&gt;
|Syndicate standard guide to Codespeak, a complex &amp;quot;language&amp;quot; that sounds like random names, places, items, and words to anyone who doesn&#039;t know Codespeak, while allowing those who know it to understand each other perfectly. If one of your team goes down and a crew member manages to get access to the Syndicate radio channel, they&#039;ll be unable to understand a word you and your team is saying. Use it in hand to learn the language. You can use it on others to smack them over the head to teach it to them as well; this works on cyborgs and animals as well.&lt;br /&gt;
|-&lt;br /&gt;
![[file:Universal_suppressor.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Universal Suppressor&lt;br /&gt;
|3 Telecrystals&lt;br /&gt;
|A universal syndicate small-arms suppressor for maximum espionage. When attached to a gun, no message is given when you fire it, making it possible to gun people down before they realize what&#039;s happening. The sound when fired also is different and much quieter, making it much harder for people to hear at a distance. The only trade off is that it makes the weapon longer and can prevent it from being equipped in some storage slots. Can be fitted to weapons such as the Makarov Pistol, C-20r Submachine Gun, or the Sniper Rifle. Remove it by alt-clicking the firearm. Note that some bundles come with this included already.&lt;br /&gt;
|-&lt;br /&gt;
![[file:Chameleon projector.gif|64px|class=pixelart]]&amp;lt;br&amp;gt;Chameleon Projector&lt;br /&gt;
|7 Telecrystals&lt;br /&gt;
|A handheld personal holographic projector useful in stealth applications. Using the Chameleon Projector on an item will disguise you as that item. While disguised you move at walk speed and cannot interact with anything you&#039;re not already holding. People can walk over you without ruining the disguise. If someone tries to pick you up the disguise fails and you change back to normal. The AI also cannot track you while disguised. The item it defaults to is a cigarette butt. In a pinch can be used to completely vanish from any pursuer that might be after you, or can be used to set up an ambush. Note that after using the projector it makes a slight clicking sound and a small particle effect that lingers for a second. This could give away to your pursuer that you used your projector and are likely to check nearby items.&lt;br /&gt;
|-&lt;br /&gt;
![[file:emag.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Cryptographic Sequencer (Emag)&lt;br /&gt;
|4 Telecrystals&lt;br /&gt;
|While it no longer has it&#039;s airlock opening powers, it still can see some utility in hacking station equipment as it can still break/bypass most other kinds of ID locks. Notably, it can be used to override the station&#039;s cyborgs, resetting it&#039;s laws to be loyal to you as well as unlocking dangerous hacked equipment. See the full list of things you can use the emag on [[Emag|here.]]&lt;br /&gt;
|-&lt;br /&gt;
![[file:Syndicate_doorjack.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Airlock Authentication Override Card (Doormag)&lt;br /&gt;
|3 Telecrystals&lt;br /&gt;
|Incredibly popular among all operatives and for good reason. This is a specially made emag designed to exclusively break open airlocks regardless of their ID restrictions. Has 3 separate charges that recharge individually on a 3 minute timer, examining it will display the time remaining for each recharge. Note that using it on airlocks that are physically unable to open (bolts are dropped, welded shut) will simply break the door, keeping it shut for good. Useful for quickly making an entryway into areas your team has yet to steal access for.&lt;br /&gt;
|-&lt;br /&gt;
![[file:Syndicate_jaws.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Syndicate Jaws of Life&lt;br /&gt;
|4 Telecrystals&lt;br /&gt;
|A set of compact high power jaws for prying open powered airlocks and cutting apart things. Prying open an airlock takes a few seconds to complete uninterrupted and makes a noisy, distinct sound, but can be performed infinitely with no cooldown. The airlocks take only slight damage each time, and will close normally after a while. A great alternative to the doormag that makes up for the downtime a recharging doormag usually has.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
====Mechs====&lt;br /&gt;
The Mechs, the biggest and baddest. The Syndicate gives you an option of not one but TWO different combat mechs. Make sure you can match the price tag however, they&#039;re not cheap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:DarkGygax.png|64px|class=pixelart]] &amp;lt;span style=&amp;quot;font-size:1.5em;&amp;quot;&amp;gt;&#039;&#039;&#039;Dark Gygax Exosuit&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.1em;&amp;quot;&amp;gt;&#039;&#039;&#039;80 Telecrystals&#039;&#039;&#039;. One of the two assault mechs available to the operatives. At a heavy investment this mech provides a very powerful and versatile assault platform to support the assault into the station.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Mounted equipment:&lt;br /&gt;
*FNX-99 &amp;quot;Hades&amp;quot; Carbine firing incendiary rounds which ignite targets.&lt;br /&gt;
*SGL-6 Grenade Launcher which fires flashbang grenades.&lt;br /&gt;
*Personal teleportation device&lt;br /&gt;
*Tesla energy relay&lt;br /&gt;
*Thrusters for space-maneuverability. &lt;br /&gt;
**Leg actuator function, which speeds up the mech, at a high energy draw.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:DarkMarauder.png|64px|class=pixelart]] &amp;lt;span style=&amp;quot;font-size:1.5em;&amp;quot;&amp;gt;&#039;&#039;&#039;Dark Mauler Exosuit&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.1em;&amp;quot;&amp;gt;&#039;&#039;&#039;140 Telecrystals&#039;&#039;&#039;. The single most expensive item available to the Operatives, the Dark Mauler is an unholy terror to behold to even the most elite of Security personnel.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Mounted equipment:&lt;br /&gt;
*Ultra AC2 Machine Gun that fires in bursts.&lt;br /&gt;
*LBX AC 10 &amp;quot;Scattershot&amp;quot; exosuit shotgun.&lt;br /&gt;
*SRM-8 Missile Rack&lt;br /&gt;
*Tesla energy relay&lt;br /&gt;
*Thrusters for space-maneuverability.&lt;br /&gt;
*Smoke grenade dispenser&lt;br /&gt;
*Armor booster module (Ranged weaponry)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Syndicate Cyborgs===&lt;br /&gt;
Syndicate cyborgs teleporters are purchasable from syndicate operative uplinks for a sum of telecrystals. A random ghost with the operative preference enabled will be chosen to act as a purchased cyborg. (if none is found, you can refund the teleporter by using it on the uplink). Syndicate cyborgs are very useful for going loud, as they cannot be stunned the same as Operatives can and have powerful weaponry and equipment (plus the means to emag other borgs). Syndicate cyborgs can also tell who other operatives are, regardless of their apparel. In addition, they have a hyper-capacity energy cell with a charge of 30000 watts and pre-installed ion thruster modules for easy navigation in space or zero-gravity environments.&lt;br /&gt;
&lt;br /&gt;
Syndicate cyborgs can hear and speak on the normal silicon binary channel. On one hand, this allows them to eavesdrop on the AI; on the other, a syndicate borg speaking on that channel by accident can give away your entire operation, so be careful!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
====[[File:Syndieborg.png|64px|class=pixelart]] &amp;lt;span style=&amp;quot;font-size:1.5em;&amp;quot;&amp;gt;Assault&amp;lt;/span&amp;gt;&amp;lt;hr&amp;gt;====&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.1em;&amp;quot;&amp;gt;&#039;&#039;&#039;Costs 65 Telecrystals.&#039;&#039;&#039; A lean, mean killing machine with access to an Energy Eword, LMG, Cryptographic Sequencer, and 6-Shot Grenade Launcher.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Equipment:&lt;br /&gt;
*Flash&lt;br /&gt;
*Energy Sword&lt;br /&gt;
*Cyborg LMG that fires 3D-printed flechettes. They are slowly resupplied using the cyborg&#039;s internal power source.&lt;br /&gt;
*6-Shot Grenade Launcher that cannot be reloaded.&lt;br /&gt;
*[[Syndicate_Items#Emag|Cryptographic Sequencer]]&lt;br /&gt;
* Crowbar&lt;br /&gt;
*Pocket Fire Extinguisher&lt;br /&gt;
*Syndicate Pinpointer&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
====[[File:Syndicate_Medborg_Sprite.png|64px|class=pixelart]] &amp;lt;span style=&amp;quot;font-size:1.5em;&amp;quot;&amp;gt;Medical&amp;lt;/span&amp;gt;&amp;lt;hr&amp;gt;====&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.1em;&amp;quot;&amp;gt;&#039;&#039;&#039;Costs 35 Telecrystals.&#039;&#039;&#039; Less deadly than the Assault model, but still amazingly useful. Syndicate medical cyborgs make effective combat medics as they cannot be stunned, have access to surgical tools, a combat hypospray, and a Medbeam gun for healing operatives at a distance.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Equipment:&lt;br /&gt;
*Syndicate Hypospray containing [[Guide_to_chemistry#Restorative_Nanites|Restorative Nanites]], Potassium Iodide and Morphine. Can pierce through hardsuits and space suits.&lt;br /&gt;
*Combat Defibrillator, which works through hardsuits and also offensively.&lt;br /&gt;
*Medical Beamgun&lt;br /&gt;
*Health Analyzer&lt;br /&gt;
*Full set of surgical tools, including an Energy Saw, gauze and organ storage bag.&lt;br /&gt;
*[[Syndicate_Items#Emag|Cryptographic Sequencer]]&lt;br /&gt;
* Flash&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Pocket Fire Extinguisher&lt;br /&gt;
*Syndicate Pinpointer&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
====[[File:Syndicate_Engie_Borg_Sprite.png|64px|class=pixelart]] &amp;lt;span style=&amp;quot;font-size:1.5em;&amp;quot;&amp;gt;Saboteur&amp;lt;/span&amp;gt;&amp;lt;hr&amp;gt;====&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.1em;&amp;quot;&amp;gt;&#039;&#039;&#039;Costs 35 Telecrystals.&#039;&#039;&#039; Good for sabotage, as it can disguise itself as normal engineer cyborgs using an integrated chameleon projector. Saboteur cyborgs also have access to a fake destination tagger, which can be used to travel around the station using the disposals network.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Equipment:&lt;br /&gt;
*Welding Tool&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Wrench&lt;br /&gt;
*Powered Screwdriver&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Metal Synthesizer&lt;br /&gt;
* Glass Synthesizer&lt;br /&gt;
* Cable Synthesizer&lt;br /&gt;
* Reinforced Glass&lt;br /&gt;
*Rods&lt;br /&gt;
*Floor tiles&lt;br /&gt;
* Robotic RCD (Painted in Syndicate Colors, can dismantle reinforced walls unlike regular RCDs.)&lt;br /&gt;
*Rapid Pipe Dispenser&lt;br /&gt;
*Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active.)&lt;br /&gt;
*Fire Extinguisher (must be refilled manually.)&lt;br /&gt;
*Zipties&lt;br /&gt;
*Flash&lt;br /&gt;
*Thermal Vision&lt;br /&gt;
*Fake Destination Tagger&lt;br /&gt;
*Cyborg Chameleon Projector&lt;br /&gt;
*Syndicate Pinpointer&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[File:pinpointer-red.gif|64px|class=pixelart]] Guys? Where are you? ====&lt;br /&gt;
Syndiborgs have a handy little device called the operative pinpointer. This does not point toward the nuclear disk like the nuke op pinpointers did - instead, this points towards the nearest nuclear operative. If a syndiborg is lost or the radio is dead silent, they can use the pinpointer to find their way to an operative. Of course, it does have drawbacks, like not discriminating between a Syndicate corpse and a Syndicate operative, as well as a tendency to stick to the same operative. However, it&#039;s very useful for coordinating with your team, and since it has no power draw it should be kept active at all times.&lt;br /&gt;
&lt;br /&gt;
==[[File:Shuttle 1.gif|64px|class=pixelart]] Actually Getting There==&lt;br /&gt;
Alright, your team has a plan, you&#039;ve geared up, and you&#039;re ready to get dat fukken disk. The Final Step: Getting to the Station.&lt;br /&gt;
&lt;br /&gt;
You have two options with their ups and downs. Pick and chose from...&lt;br /&gt;
&lt;br /&gt;
===The Syndicate Infiltrator===&lt;br /&gt;
&lt;br /&gt;
The Syndicate Infiltrator is the standard ship that operatives use to conduct their clandestine operations. It&#039;s controlled using the syndicate shuttle terminal in the cockpit, which can be used to travel a point near the station for it to jump. There is an additional console allowing the creation of a custom destination around the station. The Infiltrator itself is outfitted with powerful turrets which fire damaging penetrator rounds at anything that isn&#039;t an operative, as well as only one entrance that can be sealed with a blast door to keep those who somehow bypass the turrets from getting in.&lt;br /&gt;
&lt;br /&gt;
When choosing a spot to send the ship, make sure your team is going to remember where it is and that it is mostly out of sight for those in EVA on the outside of the station. Many an operative has gotten lost in deep space because the Infiltrator was put somewhere weird.&lt;br /&gt;
&lt;br /&gt;
===The Assault Pod===&lt;br /&gt;
&lt;br /&gt;
Grab your team, cram into the pod, select your area and launch. You&#039;ll be on station within seconds, obliterating anything unfortunate enough to be caught in the way. The pod is also lined with turrets that fire on anyone not Syndicate, so even if you don&#039;t land on them they will likely be caught in a hailstorm of bullets. From there it&#039;s a simple matter of assaulting the crew and cornering whatever poor bastard has the disk. &lt;br /&gt;
&lt;br /&gt;
Caveat emptor: The assault pod is a &#039;&#039;&#039;one way trip&#039;&#039;&#039; so make sure you have an exit strategy. When taking the assault pod, always be sure that one operative flies the shuttle close to the station so the assault team have a way out after the disk has been secured. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:NuclearDisk.gif|64px|class=pixelart]] Dat Fukken Disk==&lt;br /&gt;
[[File:Disk512.gif|right|thumb|128px|EAT THIS.]]&lt;br /&gt;
Alright. You and your team have made their way onto the station. You&#039;re most likely huddled up in maintenance, psyching up for the next part: getting the Nuclear Authentication Disk.&lt;br /&gt;
&lt;br /&gt;
You need this disk to activate the nuke, but as it could be guarded by the [[Captain]], [[Head of Personnel]], [[Head of Security]], or the [[Clown]]... you best go in without second thoughts or distractions. Even a lure and false positive to get the disk holder to where you want them will be effective.&lt;br /&gt;
&lt;br /&gt;
One method includes blowing up the wall the disk holder has their back to. A block of C4 will knock down any wall and seriously wound whoever&#039;s on the other side.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re in the bag for a more elaborate ruse, have one of your team members cause a ruckus in a [[armory|secure area]], forcing the disk carrier to flee right into the arms of your waiting team members.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid to think outside the box! This game mode in particular lends itself to unconventional approaches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you declared War&#039;&#039;&#039;, be prepared for the possibility that the crew took extra precautions to make sure the disk was annoying as possible to get/find. They could have stashed it in a box inside of a backpack filled with boxes, in a locker filled with backpacks (also filled with boxes), inside a locked/welded/wrapping paper covered locker in a secure room filled with lockers. Or they could have surgically shoved the disk into the chest cavity of the Clown for safe keeping. Who knows! You declared War; expect these things to be a possibility as a result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Syndicate_tablet_off.png|64px|class=pixelart]] Finding the Disk===&lt;br /&gt;
&lt;br /&gt;
Each operative will start with a syndicate tablet [[File:Syndicate_tablet_off.png]] in one of their pockets. Grab it, turn it on by using it in your hand and turn on the Fission360 program. You can click &amp;quot;scan&amp;quot; and select the nuke disk. Do so as soon as possible and then put the tablet in your inventory somewhere you can see it. It will have an arrow overlay tracking the disk. &lt;br /&gt;
&lt;br /&gt;
Now, you have your equipment, tools, and toys. But the trouble is just getting started as you strike the heart of the wild.&lt;br /&gt;
&lt;br /&gt;
You are equipped and armed with the best, but what matters is the will to win, and the thirst for blood. Couple that with wisdom, and a large helping of know how, and you have a chance. But what makes the Syndicate agent successful isn&#039;t their red suit, or revolver, it is their team.&lt;br /&gt;
&lt;br /&gt;
==[[File:Nuke.gif|64px|class=pixelart]] ACTIVATING THE NUKE!==&lt;br /&gt;
[[File:Nuke.gif|right|thumb|128px|DETONATE THIS.&amp;lt;br&amp;gt;&lt;br /&gt;
NOT AT YOUR BASE!!!]]&lt;br /&gt;
&lt;br /&gt;
Getting the disk is just the first half of the battle. Now you have to destroy the station. Haul ass back to the Infiltrator and grab the nuke from the aft storage area. You&#039;ll need to put in the disk first to unanchor the bolts keeping the nuke in place. Take the nuke back to the station and find an area to set it up. &lt;br /&gt;
&lt;br /&gt;
Now follow these guidelines in order:&lt;br /&gt;
#&#039;&#039;&#039;Click&#039;&#039;&#039; it with your open hand.&lt;br /&gt;
#Place the Nuke &#039;&#039;&#039;Disk&#039;&#039;&#039; into the slot.&lt;br /&gt;
#Punch in the nuke &#039;&#039;&#039;code&#039;&#039;&#039;, hit enter. You can check the code by going to the IC tab and viewing the notes verb.&lt;br /&gt;
# Set the &#039;&#039;&#039;time&#039;&#039;&#039;.&lt;br /&gt;
# Set it to &#039;&#039;&#039;Armed&#039;&#039;&#039;.&lt;br /&gt;
#&#039;&#039;(Optional)&#039;&#039; Disengage the anchor.&lt;br /&gt;
# &#039;&#039;(Optional)&#039;&#039; Have it timing as you run off with the thing (if you die it will still go off).&lt;br /&gt;
#&#039;&#039;(Optional)&#039;&#039; Place the nuke anywhere you want on the station.&lt;br /&gt;
#&#039;&#039;(Optional)&#039;&#039; Anchor it.&lt;br /&gt;
#Take the Nuke &#039;&#039;&#039;Disk&#039;&#039;&#039; out.&lt;br /&gt;
#Take the disk with you, or have something to throw off the crew&#039;s pin pointer.&lt;br /&gt;
#Get back to your &#039;&#039;&#039;Infiltrator&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If any other Nuke Agents are alive, give them a moment to get to the Infiltrator. Once you and your buddies are loaded in the Infiltrator, get out of there. Pat yourself on the back for a job well done once you get back; you&#039;ve earned it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Clipboard paper.png|64px|class=pixelart]] Mission Debriefing==&lt;br /&gt;
Congratulations. Your efforts have (hopefully) resulted in the destruction of Space Station 13, a major blow against the Nanotrasen scum. Your contributions towards the Syndicate are appreciated. You will be compensated handsomely of course for your continued cooperation. Your team is now on standby until the next assignment is distributed.&lt;br /&gt;
&lt;br /&gt;
Depending on how well your operation went, there are multiple &#039;endings&#039; to a Nuclear Operatives round:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Syndicate Major Victory:&#039;&#039;&#039; The operatives managed to get the disk and detonate the nuke on-station, and at least one operative made it back to their home base alive. What you should be aiming for!&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Minor Victory:&#039;&#039;&#039; The crew manages to flee on the Escape Shuttle, but the disk is still on the station z-level. The crew may have lived, but the station is yours to blow up off-screen.&lt;br /&gt;
* &#039;&#039;&#039;Crew Major Victory:&#039;&#039;&#039; The crew manages to secure the disk and take it with them on the Escape Shuttle, and/or all operatives have been killed. The mission was a failure, and all that&#039;s left to do is for any surviving operatives to go home in shame.&lt;br /&gt;
*&#039;&#039;&#039;Crew Minor Victory:&#039;&#039;&#039; The nuke was set off, but not on the station&#039;s z-level. The Syndicates got dat fukken disk, but without the only nuke they brought, they&#039;ll have to take it home as a consolation prize.&lt;br /&gt;
*&#039;&#039;&#039;Neutral Ending:&#039;&#039;&#039; The Syndicates manage to nuke the station, but they all die in the process. Technically a win for the Syndicate, but a loss for everybody involved, on both sides.&lt;br /&gt;
* &#039;&#039;&#039;Humiliating Syndicate Defeat:&#039;&#039;&#039; The crew managed to figure out the nuclear code, stole a Syndicate ID card from one of the operatives, hijacked the Syndicate Infiltrator, flew it back to their home base with the disk, and detonated the nuke at the operative&#039;s HQ. How did you fuck up this badly, holy shit.&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic_nukesyndie.png|64px|class=pixelart]] Lone Operative==&lt;br /&gt;
The Syndicate is known for rarely sending lone infiltrator units to stations that have been identified as having &amp;quot;subpar enforcement of standard NT nuclear authentication disk handling procedures&amp;quot;. More often than not this ends up being a suicide mission, but occasionally the Syndicate gets lucky and manages to destroy a few stations here and there for the fraction of the assets. Thus, the practice of sending &amp;quot;Lone Operatives&amp;quot; still takes place to this day, instilling fear into Captains with one simple passing thought: &amp;quot;did I secure the disk?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As the name implies, Lone Operatives consist of a single nuclear operative. They appear extremely rarely on their own (or perhaps never at all) at random controlled by a player selected from ghosts. &#039;&#039;&#039;The chance of a lone operative being sent to the station increases the longer the Nuclear Authentication Disk stays still&#039;&#039;&#039;. Lone Operatives start in space somewhere around the station equipped with standard issue gear (makarov, knife, jet harness, agent ID, NVG goggles, pinpointer, uplink, blood-red hardsuit), but come already wearing their hardsuit with an expanded capacity oxygen tank. They are armed with a Bulldog Shotgun right off the bat, but they can chose to purchase other weapons if they desire. &lt;br /&gt;
&lt;br /&gt;
With no ship, no nuke, and no extra free gear, how are they supposed to detonate the station?&lt;br /&gt;
&lt;br /&gt;
Thankfully, Syndicate intelligence officers from MI13 were able to obtain codes for SS13&#039;s onboard Self Destruct Device, located in the station&#039;s [[Vault]] (detonating this has the added bonus of making the detonation seem like a regular self destruct, committing insurance fraud against NT). Impractical to access with a full strike team, but for a single, stealthier operative getting closer to the guarded vault is a more realistic option. Just like the nuke, all a lone operative has to do is steal the disk, slot it into the Self Destruct, punch in the code and set a timer, and let it rip.&lt;br /&gt;
&lt;br /&gt;
This is no simple task. While the disk might still be sitting still in the captain&#039;s office or wherever it got lost, a lone operative is only one person with a limited TC budget comparable to that of a traitor.&lt;br /&gt;
&lt;br /&gt;
Lone Operatives as such are extremely limited on what options they can take. They can go loud and come in guns blazing, but ammo is limited and they&#039;re only one person vs. the entire Security force and the rest of the crew. Taking a stealthy approach is harder to pull off, but is extremely effective as a lone operative as you can sneak around and steal items from the station to aid in your nuking attempt. Plus, there&#039;s no other teammates that might fuck it all up and ruin the stealth operation. Either way, time is of the essence as at any moment someone could remember they don&#039;t have the disk and could come looking for it.&lt;br /&gt;
&lt;br /&gt;
Once a lone operative activates the Self Destruct Device, they are recommended to run quickly as all eyes will be on the Vault once the Delta alert rings out. Evade being captured and/or killed and avoid letting the disk get back into the hands of the crew. If the SD goes off, the lone operative wins the Syndicate a victory regardless if they perish in the blast or not.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light Bulb.png|64px|class=pixelart]]Tips==&lt;br /&gt;
*Set your ID to a crew member. Give it a legit job. Set your fucking ID to a fucking crew member&#039;s name and give it an actual job like Chemist or something.&lt;br /&gt;
*The gloves you start with are already insulated.&lt;br /&gt;
*You can put all your nuke op equipment into your backpack. Even your hardsuit and jetpack.&lt;br /&gt;
*For the love of all that is holy, do not lose your ID, otherwise you&#039;ll end up locked out of the Syndicate Shuttle while the nuke timer ticks down.&lt;br /&gt;
* Thermal glasses will make you vulnerable to being flashed, even with your hardsuit helmet on. NVGs do not.&lt;br /&gt;
*The black-and-red space suit is good for inserting a stealth OP onto the station. The crew is less likely to go into a panic at the sight of a regular space suit rather than the iconic blood-red hardsuit.&lt;br /&gt;
*Always bring C4/X4. There are few things more embarassing than an operative that gets stopped by a bolted airlock.&lt;br /&gt;
*Your cyborgs can also remotely interact with machines just like regular cyborgs. If you get bolted down by the AI, they can open the way for you.&lt;br /&gt;
*Be careful of falling behind and getting lost in space.&lt;br /&gt;
*To talk with your team, just talk as if you wanted to talk on the standard radio channel by using the &#039;&#039;&#039;;&#039;&#039;&#039; prefix, your headset is different and only your team will hear you. &#039;&#039;&#039;:t&#039;&#039;&#039; can also be used if you add a syndicate key to a normal headset.&lt;br /&gt;
*Subvert or destroy the AI first. It can give you away. Syndicate borgs are able to dispose of the AI without it screaming for help over the comms, and a sniper with thermals and penetrator rounds will do the job just as well.&lt;br /&gt;
*Make sure the Escape Shuttle can&#039;t be called and then you can&#039;t technically lose!&lt;br /&gt;
*Always keep in communication with your team. Having backup and knowledge of what&#039;s happening from both the Syndicate and loyal station fronts goes a long way towards an easy victory and far outweighs the damage someone who stole a Syndicate headset can do.&lt;br /&gt;
*Installing a power sink on the station is a popular strategy. Make sure you bring night-vision goggles and a crowbar!&lt;br /&gt;
*Taking out telecommunications is a good way to ensure the crew remains confused and disorganized.&lt;br /&gt;
*Ignore the nuke in the vault on the station. It has a completely different code, and without an admin checking the var and giving it to you, it would be impossible to activate (yes, impossible. the code only generates if an admin or something forces the creation of the code).&lt;br /&gt;
*For the love of fuck do not mistake a Tech Disk/Genetics Data Disk for the Nuke Disk. Examine the disk and check your pinpointer to ensure you have the real deal.&lt;br /&gt;
*Do not buy a mech unless you are absolutely sure you are capable of making it an asset. It is suggested that you blow out the back of the armory to steal the Ion Gun, as that alone can invalidate any mech it fires at.&lt;br /&gt;
*Use the red button found in your base to instantly blow up all deployed syndicate bombs in the game.&lt;br /&gt;
*If you know that the station has cyborgs, bring a flashbang or ten. Flashbangs are very effective at taking out cyborgs, and you can emag-crowbar-emag the stunned cyborg to subvert it. The ion gun found at the base is also good for this.&lt;br /&gt;
*Purchasing No-Slip shoes is always a good idea; getting dunked on by the clown because you slipped on a banana peel is not the best way to go out.&lt;br /&gt;
*You can quickly and quietly rob the armory by applying c4 to the wall from space. No loud beeping. No ruckus. C4, grab the guns, get out.&lt;br /&gt;
*If going stealth, the regular headsets in the locker room come pre-loaded with a Syndie key. Chameleon headsets don&#039;t.&lt;br /&gt;
*Saboteur Cyborgs don&#039;t have a built in cryptographic sequencer, meaning they cannot hack station borgs. They can still however easily flash the other borgs while disguised so they can bring them to a disguised operative who can.&lt;br /&gt;
*The L6 SAW is a monster of a weapon compared to most guns available in the game. A full three round burst is a guaranteed crit even at full health, and it can sometimes still achieve this even when they have armor. Hold a chokepoint like a doorway or a long maintenance tunnel and lure crew into it. Gun them down.&lt;br /&gt;
*Macrobomb implants are not the worst idea if you don&#039;t expect to live. Lure a bunch of crew into fighting you in an important area, and upon death watch as the blast wipes the screen of everything who didn&#039;t hear the beeping.&lt;br /&gt;
*You can purchase a novelty Broken Chameleon Kit. They gave all the good ones for Traitors, leaving you with the malfunctioning ones. Makes you stick out like a sore thumb, perfect for combo-ing with your Syndicate balloon.&lt;br /&gt;
*You can purchase an old set of CentCom official gear. Likely taken right off the back of captured CentCom officials, this can actually be useful in faking a group inspection. Just ensure you set your agent ID properly and make whatever you&#039;re doing quick, as the Captain may directly contact Central Command to confirm the legitimacy of your &amp;quot;nuclear authentication disk inspection&amp;quot;.&lt;br /&gt;
*You can purchase a full clown costume. Wearing this will be enough to terrify most crew members.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 8B0000&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]] &lt;br /&gt;
[[Category:Game Modes]] &lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Deadmon</name></author>
	</entry>
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