guide-entry-revolutionaries = Revolutionaries
guide-entry-minor-antagonists = Minor Antagonists
guide-entry-space-ninja = Space Ninja
+guide-entry-thieves = Thieves
guide-entry-rules = Server Rules
guide-entry-rules-core-only = Core Only Ruleset
- Revolutionaries
- MinorAntagonists
- SpaceNinja
+ - Thieves
- type: guideEntry
id: Traitors
id: SpaceNinja
name: guide-entry-space-ninja
text: "/ServerInfo/Guidebook/Antagonist/SpaceNinja.xml"
+
+- type: guideEntry
+ id: Thieves
+ name: guide-entry-thieves
+ text: "/ServerInfo/Guidebook/Antagonist/Thieves.xml"
<Document>
# Antagonists
+ Antagonists are the driving force of every shift.
+ They are the catalysts for chaos, conflict and mystery in Space Station 14 that also serve to provide a challenge to Nanotrasen and its [color=#cb0000]Security[/color] force.
+ You can expect them to act in violation of Space Law and they're often tasked with objectives that include theft, subterfuge and murder.
- Antagonists are the driving force of every shift, usually creating conflict and defying the crew. Their goals can vary a lot, but they usually require some thievery, sabotage, or murder.
+ These bad actors are more often than not employed or backed by the [color=#ff0000]Syndicate[/color], a rival organization to Nanotrasen that wants nothing more than to see it burn.
## Various Antagonists
+ Antagonist roles come with their own special sets of abilities, tools and risks to the station.
Antagonists can take many forms, like:
- - Nuclear operatives, with the goal of infiltrating and destroying the station.
- - Traitors infiltrating the crew who can assassinate targets and steal high value items.
- - Space Ninjas, masters of espionage and sabotage, who are equipped with special gear.
- - Several non-humanoid creatures, who usually just try to bring down as many crewmembers as they can.
+ - [textlink="Nuclear operatives" link="Nuclear Operatives"], with the goal of infiltrating and destroying the station.
+ - [textlink="Traitors" link="Traitors"] amongst the crew who must assassinate, steal and decieve.
+ - [textlink="Space Ninjas" link="SpaceNinja"], masters of espionage and sabotage with special gear.
+ - [textlink="Revolutionaries" link="Revolutionaries"] who are intent on taking control of the station from the inside.
+ - [textlink="Zombies" link="Zombies"] that crave the flesh of every crew member and creature on board.
+ - [textlink="Several non-humanoid creatures" link="MinorAntagonists"] that usually just try to kill anything that moves.
</Document>
# Revenant
<Box>
- <GuideEntityEmbed Entity="MobRevenant" Caption=""/>
- <GuideEntityEmbed Entity="Ectoplasm" Caption=""/>
+ <GuideEntityEmbed Entity="MobRevenant"/>
</Box>
- A Revenant is given powers to haunt the crew and steal life essence from them.
-
- ## Essence
-
- - Your [color=#a4885c]essence[/color] is your very own life force and a way to use abilities for a cost, don't let it drop to 0.
- - To gain [color=#a4885c]essence[/color] you first inspect various souls for their worth. More worthy souls grant more essence.
- However merely checking their worth isn't enough for collecting [color=#a4885c]essence[/color]. You must siphon it either when the victim is critical, dead, or sleeping.
- - A good start is to go to medical or dorms but be wary, you are vulnerable to attacks when you siphon a soul. Taking damage reduces your [color=#a4885c]essence[/color]! So plan your attacks wisely.
-
- ## Shop And Powers
-
- - Using [color=#a4885c]stolen essence[/color] gotten from siphoning souls, you can gain skills for mischief such as environmental destruction, electrical disruption, and electrocution through the shop.
- - Using powers leave you vulnerable to attacks for some time, plan ahead and prepare before attacking.
+ Revenants are ethereal beings made of ectoplasm that haunt the crew and steal [color=cyan]life essence[/color] from them.
+ - Your essence is your very own [bold]life force[/bold]. Taking damage reduces your essence.
+ - Essence is also spent to use [bold]abilities[/bold].
+ - To gain essence you first [bold]inspect[/bold] various souls for their worth. More worthy souls grant more essence. Then you must [bold]siphon[/bold] it either when the victim is crit, dead or asleep.
+ - [bold]Stolen essence[/bold] is used to purchase new abilities to incapacitate the crew easier.
+ - You are [bold]vulnerable[/bold] to attacks when you siphon a soul or use an ability. You can tell when you are vulnerable when you have a [italic]"Corporeal"[/italic] status effect.
# Rat King
<Box>
- <GuideEntityEmbed Entity="MobRatKing" Scale="2.4" Caption="The Rat King"/>
+ <GuideEntityEmbed Entity="MobRatServant" Caption=""/>
+ <GuideEntityEmbed Entity="MobRatServant" Caption=""/>
+ <GuideEntityEmbed Entity="MobRatKing" Scale="2.4"/>
+ <GuideEntityEmbed Entity="MobRatServant" Caption=""/>
+ <GuideEntityEmbed Entity="MobRatServant" Caption=""/>
</Box>
- A Rat King is a gigantic rat capable of eating an enormous amount of food, scampering under doors and tables, and raising an army of rats to defend them and do their bidding.
-
- ## Abilities
-
- Abilities come at the cost of some of the Rat King's hunger. Eat to replenish it.
-
- <Box>
- <GuideEntityEmbed Entity="MobMouse" Caption="Normal Mouse"/>
- <GuideEntityEmbed Entity="MobRatServant" Caption="Rat Servant"/>
- </Box>
- - Raise an Army of [color=#a4885c]Rat Servants[/color]. You may command these [color=#a4885c]Rat Servants[/color] to stay in place, follow you, attack a target of your choice, or attack indiscriminately.
- - Conjure a cloud of [color=#77b58e]ammonia[/color]. Note that [color=#77b58e]ammonia[/color] is mildly poisonous to others, but heals rats.
+ Rat Kings are abnormally large rodents capable of [color=cyan]raising huge rat armies[/color] by eating equally huge amounts of food.
+ - You have several abilities that come at the cost of your [bold]hunger[/bold].
+ - One ability is summoning [color=cyan]Rat Servants[/color] who you can [bold]command[/bold] to stay in place, follow you, attack a target of your choice or attack indiscriminately.
+ - You can conjure a cloud of [color=#77b58e]ammonia[/color], which is mildly poisonous to humans but heals rats.
+ - You can also [italic]"Rummage"[/italic] through any disposal unit by using the context menu. Use this to find [bold]scraps of food[/bold] to grow your army.
+ - Besides your abilities, you are [bold]stronger[/bold] than most other animals. You and your servants are capable of speech and you're both small enough to fit under airlocks and tables.
+ - [bold]Your underlings are still very fragile![/bold] Beware of spacings, explosions and the buisness end of a melee weapon.
# Space Dragon
- <Box>
- <GuideEntityEmbed Entity="MobDragon" Caption=""/>
- </Box>
-
- A Space Dragon is a giant extradimensional dragon that creates space carp rifts and eats the crew.
-
- ## Abilities
-
- - Devour critical or dead victims to heal slightly, or devour infrastructure such as doors, windows, and walls.
-
- - Breathe out a powerful flaming sphere which will explode periodically along a straight flight path and explode when it hits something, igniting things along the way. Be careful, your carps are not immune to the Dragon's Breath!
-
<Box>
<GuideEntityEmbed Entity="MobCarp" Caption=""/>
<GuideEntityEmbed Entity="CarpRift" Caption=""/>
+ <GuideEntityEmbed Entity="MobDragon"/>
+ <GuideEntityEmbed Entity="CarpRift" Caption=""/>
<GuideEntityEmbed Entity="MobCarp" Caption=""/>
</Box>
- - Summon a Carp Rift that periodically spawns [color=#a4885c]Space Carp[/color].
+ Space Dragons is are giant extradimensional fish that [color=cyan]create rifts and eat crew.[/color]
+ - Dragons have powerful jaws to [bold]devour[/bold] infrastructure such as doors, windows, and walls.
+ - Your [color=orange]dragon's breath[/color] is a flaming projectile which travels a straight flight path, exploding multiple times and igniting things along the way. Be careful, your carps are not immune to this!
+ - You have the ability to summon [bold]carp rifts[/bold] that periodically spawn [bold]space carp[/bold]. There can be 3 rifts active at any given time.
+ - Rifts charge up energy over a period of 5 minutes and are [bold]vulnerable[/bold] during this time. After 5 minutes, it becomes invulnerable and will continue summoning carp as long as the dragon lives.
+ - You'll suffer a [bold]temporary debilitating feedback effect[/bold] if one of your rifts are destroyed before it's done charging.
+ - If a period of five minutes passes since your spawn or since the last time a rift was charging, [bold]you'll disappear.[/bold]
+ - Dragons who have the maximum of 3 fully charged rifts will [bold]never disappear[/bold], but they are still mortal.
- ## Carp Rifts
+ # Slimes and Spiders
- - Space Dragons may have up to three Carp Rifts active at any given time.
- - Carp Rifts spawn a [color=#a4885c]Space Carp[/color] every thirty seconds while active.
- - Rifts charge with extradimensional energy over a period of five minutes and are vulnerable during this time. Protect them! The space dragon will suffer a temporary debilitating feedback effect in the event that its rifts are destroyed before they are done charging.
- - You may only charge one rift at any given time.
- - After the rifts are done charging, they are invulnerable and will continue to spawn [color=#a4885c]Space Carp[/color] so long as the Dragon lives.
- - If a period of five minutes passes since the appearance of the Space Dragon or the last time a Carp Rift was charging and unless the Space Dragon already controls the maximum of three Carp Rifts, the Space Dragon will disappear.
+ <Box>
+ <GuideEntityEmbed Entity="MobAdultSlimesBlueAngry" Caption=""/>
+ <GuideEntityEmbed Entity="MobGiantSpiderAngry" Caption=""/>
+ </Box>
+ Slimes and spiders have no remarkable features, but will [color=cyan]infest the station[/color] from time to time regardless. Both will give chase and attack anything they see.
+ - Slimes may deal extra [bold]cellular or posion damage[/bold], based upon their color. Water hurts them just as it would hurt a slime person.
+ - Spiders can lay [bold]webs[/bold], which non-spiders have a hard time moving through. They can easily be destroyed with a blade.
</Document>
<Document>
# Nuclear Operatives
+
+ <Box>
+ [color=#999999][italic]"OPERATIVES STANDBY. YOUR OBJECTIVES ARE SIMPLE.[/italic][/color]
+ </Box>
+ <Box>
+ [color=#999999][italic]DELIVER THE PAYLOAD AND GET OUT BEFORE THE PAYLOAD DETONATES. BEGIN MISSION."[/italic][/color]
+ </Box>
+ <Box>
+ <GuideEntityEmbed Entity="PosterContrabandEnlistGorlex" Caption=""/>
+ </Box>
- OPERATIVES STANDBY. YOUR OBJECTIVES ARE SIMPLE. DELIVER THE PAYLOAD AND GET OUT BEFORE THE PAYLOAD DETONATES. BEGIN MISSION.
-
- If you hear this message then congratulations! You have just been chosen to be a nuclear operative for the syndicate. You have one goal, to blow up the space station with a nuclear fission explosive.
+ You've just been chosen to be a nuclear operative for the [color=#ff0000]Syndicate[/color]. You have one goal, to blow up one of Nanotrasen's finest vessels with a nuclear fission explosive.
## Operatives
+ Your team will be made up of several different roles, which are:
+ - [bold]Operatives[/bold], standard soldiers who can take up the grunt work.
+ - The [bold]Agent[/bold] who works with reagents to make medicines or chemical weapons.
+ - The [bold]Commander[/bold] who draws up the plan and leads the team.
- Your team may contain varying amounts of three different roles:
- - The [color=#a4885c]Syndicate Commander[/color] wears the unique commander’s hardsuit and will create or approve of the battle plan.
<Box>
- <GuideEntityEmbed Entity="ClothingOuterHardsuitSyndieCommander" Caption="Commander Hardsuit"/>
+ <GuideEntityEmbed Entity="ClothingOuterHardsuitSyndie"/>
+ <GuideEntityEmbed Entity="ClothingOuterHardsuitSyndieMedic" Caption="agent's hardsuit"/>
+ <GuideEntityEmbed Entity="ClothingOuterHardsuitSyndieCommander" Caption="commander's hardsuit"/>
</Box>
- - The [color=#a4885c]Syndicate Agent[/color] wears the blood-red medic hardsuit and can act as a combat medic for the mission.
- <Box>
- <GuideEntityEmbed Entity="ClothingOuterHardsuitSyndieMedic" Caption="Blood-Red Medic Hardsuit"/>
- </Box>
+ If you have been selected as the Agent or Commander but don't feel ready, one of your teammates can take responsibility.
+
+ ## The Disk
+
+ Each operative starts with a [color=cyan]pinpointer[/color], which you should turn on and keep with you at all times. It will always point to the [color=cyan]nuclear authentication disk.[/color]
+ The disk belongs to the [color=yellow]Captain[/color], who will almost always have it on them. Follow the direction of the arrow on the pinpointer to the disk, and [italic]do whatever it takes to get it[/italic].
- - Regular [color=#a4885c]Nuclear Operatives[/color] who have the normal blood red hardsuit.
<Box>
- <GuideEntityEmbed Entity="ClothingOuterHardsuitSyndie" Caption="Blood Red Hardsuit"/>
+ <GuideEntityEmbed Entity="PinpointerNuclear"/>
+ <GuideEntityEmbed Entity="NukeDisk"/>
</Box>
- If you have been selected for either of these special roles but don't feel ready, one of your teammates can take responsibility.
-
## Preparation
-
- Taking on a whole station in a fight is a difficult job, luckily you are well prepared for the job. Every operative has an [color=#a4885c]Uplink[/color]. It comes with 40 [color=#a4885c]Telecrystals[/color], which you can use to purchase gear. What you get depends on the strategy picked by your commander or voted for by the team. Only your commander and agent will have passenger access, but no external airlock access. This means you will need something to hack or blast your way onto the station. In general, you will need some weapons to protect yourself and kill the crew, something to breach doors to get where you need to go, utility items to make your job easier, and healing to not die.
+ Each member in your squad has been given an [color=cyan]uplink[/color] to purchase everything you will need for the mission, similar to [textlink="Traitors." link="Traitors"]
<Box>
- <GuideEntityEmbed Entity="BaseUplinkRadio40TC" Caption="The Uplink"/>
+ <GuideEntityEmbed Entity="BaseUplinkRadio40TC" Caption="your uplink"/>
</Box>
- ## Getting to the Station
+ You can purchase the same kinds of gear Traitors can, but you have higher quality gear available to you and more telecrystals to spend.
+ <Box>
+ <GuideEntityEmbed Entity="WeaponLightMachineGunL6" Caption="Weaponry"/>
+ <GuideEntityEmbed Entity="MagazineLightRifleBox" State="icon" Caption="Ammo"/>
+ <GuideEntityEmbed Entity="C4" Caption="Explosives"/>
+ <GuideEntityEmbed Entity="ClothingOuterHardsuitJuggernaut" Caption="Wearables"/>
+ <GuideEntityEmbed Entity="Stimpack" Caption="Chemicals"/>
+ </Box>
+ <Box>
+ <GuideEntityEmbed Entity="ChameleonProjector" Caption="Deception"/>
+ <GuideEntityEmbed Entity="Emag" Caption="Disruption"/>
+ <GuideEntityEmbed Entity="MacroBombImplanter" Caption="Implants"/>
+ <GuideEntityEmbed Entity="BorgChassisSyndicateAssault" Caption="Allies"/>
+ <GuideEntityEmbed Entity="ClothingEyesGlassesOutlawGlasses" Caption="Pointless"/>
+ </Box>
- After gearing up and creating a plan, grab a jetpack from your armory and go with your other operatives to the [color=#a4885c]Syndicate Shuttle[/color]. Here you will find some extra explosives and tools, as well as your nuke and nuke codes.
- You will find an [color=#a4885c]IFF Console[/color] on the shuttle, it allows you to hide from other ships and mass scanners. Make sure that [color=#a4885c]Show IFF[/color] and [color=#a4885c]Show Vessel[/color] are toggled off to hide your shuttle from the crew. When everyone is ready, FTL to the station and fly to it with a jetpack. Don't forget the nuclear fission explosive on your ship if you are going to use it, and definitely don't forget the nuke codes or pinpointer.
+ You'll also have to choose if you want to [color=red]declare war[/color] or not. Doing so grants your team [bold]40 extra telecrystals each[/bold].
+ However, the crew will immediately know of your existence and will have plenty of time to prepare for your arrival.
+ The [bold]Commander[/bold] is the only person who can declare war. Make your choice quick, [italic]this is a limited-time offer![/italic]
<Box>
- <GuideEntityEmbed Entity="JetpackBlack" Caption="A Jetpack"/>
- <GuideEntityEmbed Entity="ComputerIFFSyndicate" Caption="The IFF Console"/>
+ <GuideEntityEmbed Entity="NukeOpsDeclarationOfWar"/>
</Box>
- ## The Disk
+ ## Getting to the Station
+ You've got the plan, you've got the gear. Now, execute.
- You will notice that each operative starts with a [color=#a4885c]Pinpointer[/color]. This device is one of the most important items to the mission, and you should keep it with you at all times. Turn on the pinpointer when you arrive at the station and it will always point to the [color=#a4885c]Nuke Disk[/color], your next objective.
- The nuke disk belongs to the captain, who will almost always have it on them. Follow the direction of the arrow on the pinpointer to the disk, and do whatever it takes to get it.
+ Grab a [bold]jetpack[/bold] from your armory and go with your other operatives to the [color=cyan]Syndicate Shuttle[/color].
+ Among other things you may need, you'll find an [bold]IFF Console[/bold] on the shuttle. It allows you to hide from other ships and mass scanners when [italic]"Show IFF"[/italic] and [italic]"Show Vessel"[/italic] are toggled off.
+ When everyone is ready, FTL to the station and fly to it with a jetpack. Don't forget the code, your pinpointers and the nuke if you're taking it.
<Box>
- <GuideEntityEmbed Entity="PinpointerNuclear" Caption="The Pinpointer"/>
- <GuideEntityEmbed Entity="NukeDisk" Caption="The Nuke Disk"/>
+ <GuideEntityEmbed Entity="JetpackBlack"/>
+ <GuideEntityEmbed Entity="ComputerIFFSyndicate"/>
</Box>
- ## The Nuke
+ ## The Nuke & Arming Procedure
+ You have a paper with the [color=cyan]nuclear authentication codes[/color] on your shuttle. [bold]Check to see if the nuke ID matches the one on your shuttle.[/bold] If it doesn't, you'll have to use explosive in the station's vault.
- On your shuttle, you will find one of two [color=#a4885c]Nuclear Fission Explosives[/color] and a paper with the nuke codes. The paper will tell you which explosive it corresponds to. If the ID is the same as the one on your nuke, the codes will only work for it. If it is not, then they will only work for the explosive in the station's vault.
-
- Once you acquire the nuke disk, put it into the nuke and use the code to arm it. It takes 30 seconds for a crewmember to disarm it, and it will count down from 300. Be prepared to defend the nuke for as long as possible, remember that escaping alive isn't necessary, but recommended.
+ - Obtain the [bold]nuclear authentication disk[/bold] and insert it into the nuke.
+ - Type in the [bold]nuclear authentication code[/bold] and press "[bold]E[/bold]" on the keypad to Enter.
+ - To begin [bold]self-destruct process[/bold], press "[color=red]ARM[/color]". After 300 seconds, the nuke will explode.
+ - [bold]Defend the nuke[/bold], even if it's at the cost of your lives! The mission requirements do not include your return.
+ - It takes 30 seconds for someone to [bold]disarm[/bold] the nuke. Re-arming it is possible, but the chance of mission success drops if you let it happen.
+ - Should the nuke be re-armed, the timer will start from where it left off.
<Box>
<GuideEntityEmbed Entity="NuclearBomb" Caption="The Nuclear Fission Explosive"/>
</Box>
- ## Victories
-
- The “victor” of the round is announced on the round end screen, as well as by how much they won by. The scale of the victory depends on the circumstances at the end of the round.
+ ## Winning Conditions
- [color=#a4885c]Syndicate Major Victory[/color]
- - The nuke detonates on the station
- - The crew escapes on the evac shuttle, but the nuke is still armed
- - The nuke is armed and delivered to central command on the evac shuttle
+ The [color=#00ff00]victor[/color] of the round is announced on the round end screen, as well as the scale of their victory.
- [color=#a4885c]Syndicate Minor Victory[/color]
- - The crew escapes on evac, but every nuclear operative survives
- - The crew escapes and some nuclear operatives die, but the crew loses the disk
+ [bold][color=red]Syndicate Major Victory![/color][/bold]
+ - The nuke detonates on the station.
+ - The crew escapes on evac, but the nuke is still armed.
+ - The nuke is armed and delivered to Central Command on the evac shuttle.
- [color=#a4885c]Neutral Victory[/color]
- - The nuke detonates off the station
+ [bold][color=red]Syndicate Minor Victory[/color][/bold]
+ - The crew escapes on evac, but every operative survives.
+ - The crew escapes and some operatives die, but the crew loses the disk.
- [color=#a4885c]Crew Minor Victory[/color]
- - The crew escapes on evac and some nuclear operatives die, but the crew keeps the disk
+ [bold][color=#999999]Neutral Victory[/color][/bold]
+ - The nuke detonates off the station.
- [color=#a4885c]Crew Major Victory[/color]
- - All nuclear operatives die
- - The crew blow up the nuclear operative outpost with the nuke
+ [bold][color=green]Crew Minor Victory[/color][/bold]
+ - The crew escapes on evac with the disk and some operatives die.
- If you feel that you won't be able to completely win as Crew or Nuclear Operatives, consider these options for a compromise.
+ [bold][color=green]Crew Major Victory![/color][/bold]
+ - All operatives die.
+ - The crew blow up the nuclear operative outpost with the nuke.
</Document>
<Document>
# Revolutionaries
+
+ <Box>
+ [color=#999999][italic]"Viva la revolución!!"[/italic][/color]
+ </Box>
+ <Box>
+ <GuideEntityEmbed Entity="PosterContrabandRevolt" Caption=""/>
+ </Box>
- - Revolutionaries are antagonists who are sponsored by the Syndicate to take over the station.
-
- ## Head Revolutionaries
+ Revolutionaries are conversion antagonists sponsored by the [color=#ff0000]Syndicate[/color] who are tasked with taking control of the station. They have no fancy gimmicks or cheap tricks, they only have a cause and strength in numbers.
-<Box>
- <GuideEntityEmbed Entity="Flash" Caption="Flash"/>
- <GuideEntityEmbed Entity="ClothingEyesGlassesSunglasses" Caption="Sunglasses"/>
-</Box>
+ ## Objectives
+ You must cuff, kill, or exile all of the [textlink="Command staff" link="Command"] on station in no particular order.
- [color=#5e9cff]Head Revolutionaries[/color] are chosen at the start of the shift and are tasked with taking over the station by killing, exiling, or cuffing all of the Command staff. Head Revolutionaries will be given a [color=#a4885c]Flash[/color] and a pair of [color=#a4885c]Sunglasses[/color] to aid them.
+ Your objective is not to destroy the station, but [italic]take it over[/italic], so try to minimize damage where possible.
- ## Conversion
+ [bold]The revolution will fail[/bold] if all of the [bold][color=#5e9cff]Head Revolutionaries[/color][/bold] die, and all [color=red]Revolutionaries[/color] will de-convert if this happens.
+ ## Headrevs & Conversion
+ [bold][color=#5e9cff]Head Revolutionaries[/color][/bold] are chosen at the start of the shift and begin with a [color=cyan]flash[/color] and a pair of [color=cyan]sunglasses[/color].
+
<Box>
- <GuideEntityEmbed Entity="Flash" Caption="Flash"/>
-</Box>
-
- You can convert crew members to [color=#ff0000]Revolutionaries[/color] by using a [color=#a4885c]Flash[/color] in [color=#ff0000]harm mode[/color] and attacking someone with it. Any flash can be used for conversion, but remember that flashes have limited charges.
+ <GuideEntityEmbed Entity="Flash"/>
+ <GuideEntityEmbed Entity="ClothingEyesGlassesSunglasses"/>
+ </Box>
+
+ You can convert crew members to your side by taking any [bold]flash[/bold] and attacking someone with it using [color=#ff0000]harm mode[/color].
+ However, you can't convert your target if they're wearing [color=cyan]flash protection[/color] such as [bold]sunglasses[/bold] or a [bold]welding mask[/bold].
-<Box>
- <GuideEntityEmbed Entity="ClothingEyesGlassesSunglasses" Caption="Sunglasses"/>
- <GuideEntityEmbed Entity="ClothingEyesGlassesSecurity" Caption="Security Sunglasses"/>
- <GuideEntityEmbed Entity="ClothingHeadHatWelding" Caption="Welding Mask"/>
-</Box>
+ <Box>
+ <GuideEntityEmbed Entity="ClothingEyesGlassesSunglasses"/>
+ <GuideEntityEmbed Entity="ClothingEyesGlassesSecurity"/>
+ <GuideEntityEmbed Entity="ClothingHeadHatWelding"/>
+ </Box>
- However, gear providing flash protection such as [color=#a4885c]Sunglasses[/color] and [color=#a4885c]Welding Masks[/color] will also block your flashes, and crew wearing these will not be able to be converted.
+ Another hurdle in your way are pesky [color=cyan]mindshield implanters[/color]. These will:
+ - Prevent the implanted person from being converted into a [color=red]Revolutionary[/color]
+ - De-convert Revolutionaries, and will make them no longer loyal to your cause
+ - Visibly be destroyed upon being implanted into a [bold][color=#5e9cff]Head Revolutionary[/color][/bold], giving away your cover
+ - NOT protect against flash disorientation
-<Box>
- <GuideEntityEmbed Entity="MindShieldImplanter" Caption="MindShield Implanter"/>
-</Box>
+ Assume all of [color=#cb0000]Security[/color] and [color=#1b67a5]Command[/color] are implanted with mindshields already.
- While not flash protection, a [color=#a4885c]MindShield Implant[/color] will prevent the implanted person from being converted into a revolutionary. Assume all of [color=#a4885c]Security[/color] and [color=#a4885c]Command[/color] are implanted already.
- Additionally, a [color=#a4885c]MindShield Implanter[/color] used on a [color=#ff0000]Revolutionary[/color] will de-convert them and they will no longer be loyal to your cause. If a [color=#a4885c]MindShield Implanter[/color] is used on a [color=#5e9cff]Head Revolutionary[/color], it will be destroyed but this will reveal you so be careful!
+ <Box>
+ <GuideEntityEmbed Entity="MindShieldImplanter"/>
+ </Box>
## Revolutionary
+ A [bold][color=red]Revolutionary[/color][/bold] is a crew member that has been converted by a [bold][color=#5e9cff]Head Revolutionary[/color][/bold].
- A [color=#ff0000]Revolutionary[/color] is the result of being converted by a [color=#5e9cff]Head Revolutionary[/color]. Revolutionaries are underlings of the Head Revolutionaries and should follow orders given by them and prioritize their well-being over anything else because if the [color=#5e9cff]Head Revolutionaries[/color] die the Revolution will fail.
- Keep in mind that you can't convert others as a regular revolutionary, only your boss can do that.
-
- ## Objectives
-
- You must eliminate, exile, or arrest all of the following Command staff on station in no particular order.
- - Captain
- - Head of Personnel
- - Chief Engineer
- - Research Director
- - Quartermaster
- - Head of Security
- - Chief Medical Officer
-
- Remember, your objective is to take over the station and not to destroy it so try to minimize damage where possible. Viva la revolución!
-</Document>
\ No newline at end of file
+ [bold][color=red]Revolutionaries[/color] can't convert people themselves,[/bold] but they're more than capable of doing dirty work and carrying out orders.
+</Document>
<Document>
# Space Ninja
+
+ <Box>
+ [color=#999999][italic]"Spider of the night, silent is my bite."[/italic][/color]
+ </Box>
- The [color=#66FF00]Space Ninja[/color] is a ghost role randomly available mid-late game. If you pick it you will be given your gear, your objectives, and the greeting.
-
- You are a ninja, but in space. [color=#66FF00]The Spider Clan[/color] has sent you to the station to wreak all kinds of havoc, and you are equipped to keep it silent-but-deadly.
-
- Whether you mercilessly pick off the station's crew one by one or assassinate the clown over and over, your discipline has taught you that [color=#66FF00]your objectives must be at least attempted[/color]. For honor!
-
- # Equipment
-
- You begin implanted with a [color=#a4885c]death acidifier[/color], so if you are KIA or decide to commit seppuku you will leave behind one final gift to the janitor, and all your precious equipment is kept out of enemy hands.
-
- Your bag is full of tools for more subtle sabotage, along with a survival box if you need a snack.
+ You are an elite mercenary that [color=#66FF00]The Spider Clan[/color] has sent to wreak all kinds of havoc on the station. You are equipped to keep it silent-but-deadly.
- You have a [color=#a4885c]jetpack[/color] and [color=#a4885c]pinpointer[/color] that will let you find the station.
+ Whether you decide to mercilessly pick off the station's crew one by one or stay out of trouble, your discipline has taught you that [italic]your objectives must be at least attempted[/italic]. For honor!
- <GuideEntityEmbed Entity="PinpointerStation" Caption="station pinpointer"/>
+ ## Standard Equipment
+ You begin implanted with a [color=cyan]death acidifier[/color], so if you are captured or KIA all your precious equipment is kept out of enemy hands.
- ## Ninja Suit
+ Your bag is full of [bold]tools[/bold] and a [bold]survival box[/bold]. You also carry a [color=cyan]jetpack[/color] and a [color=cyan]pinpointer[/color] that will lead you to the station.
- <GuideEntityEmbed Entity="ClothingOuterSuitSpaceNinja" Captain="ninja suit"/>
+ <Box>
+ <GuideEntityEmbed Entity="JetpackBlack"/>
+ <GuideEntityEmbed Entity="PinpointerStation"/>
+ </Box>
+
+ ## Ninja Suit & Boots
+
+ <Box>
+ <GuideEntityEmbed Entity="ClothingEyesVisorNinja" Caption="your visor"/>
+ <GuideEntityEmbed Entity="ClothingOuterSuitSpaceNinja" Caption="your suit"/>
+ <GuideEntityEmbed Entity="ClothingShoesSpaceNinja" Caption="your boots"/>
+ </Box>
Your single most important item is [color=#66FF00]your suit[/color], without it none of your abilities would work.
- Your suit requires power to function. Its [color=#a4885c]internal battery[/color] can be replaced by clicking on it with another one, and [color=#a4885c]higher capacity batteries[/color] mean a [color=#a4885c]highly effective ninja[/color].
- You can see the current charge by examining the suit or in a sweet battery alert at the top right of your screen.
+ Your suit requires power to function, which is supplied by its [bold]internal battery[/bold]. It can be replaced, and [italic]high capacity batteries[/italic] mean a [italic]highly effective ninja[/italic].
- If you run out of power and need to recharge your battery, just use your gloves to drain an APC, substation, or SMES.
+ [bold]You can recharge your internal battery directly[/bold] by using [color=#66FF00]your gloves[/color]. You can see the current charge by examining the suit or checking the nifty battery alert on your screen.
- ## Ninja Gloves
+ Your outfit also includes [color=#66FF00]special boots[/color] that keep you agile, upright and grounded without using energy. You've also got flash protection thanks to your [color=#66FF00]visor[/color].
- <GuideEntityEmbed Entity="ClothingHandsGlovesSpaceNinja" Caption="ninja gloves"/>
+ ## Ninja Gloves
- [color=#66FF00]These bad boys are your bread and butter.[/color]
+ <Box>
+ <GuideEntityEmbed Entity="ClothingHandsGlovesSpaceNinja" Caption="your gloves"/>
+ </Box>
- They are made from [color=#a4885c]insulated nanomachines[/color] to assist you in gracefully breaking into destinations without leaving behind fingerprints.
+ [color=#66FF00]These bad boys are your bread and butter.[/color] They are made from [bold]insulated nanomachines[/bold] to allow you to gracefully break into restricted areas without leaving behind fingerprints.
- You have an action to toggle gloves. When the gloves are turned on, they allow you to use [color=#a4885c]special abilities[/color], which are triggered by interacting with things with an empty hand and with combat mode disabled.
+ You have an action to toggle gloves. When the gloves are turned on, they allow you to use [bold]special abilities[/bold], which are triggered by interacting with things with an empty hand and with combat mode disabled.
Your glove abilities include:
- - Emagging an unlimited number of doors.
- - Draining power from transformers such as APCs, substations, or SMESes. The higher the voltage, the more efficient the draining is.
- - You can shock any mob, stunning and slightly damaging them.
- - You can download technologies from an R&D server for one of your objectives.
- - You can hack a communications console to call in a [textlink="threat" link="MinorAntagonists"].
+ - Emagging doors and airlocks.
+ - Draining power from [bold]transformers[/bold] such as APCs, substations, or SMESes (higher voltage transformers drain more efficiently).
+ - Applying an electrical shock to a mob, stunning and slightly damaging them.
+ - Tampering with [bold]station equipment[/bold] to complete [color=#66FF00]objectives[/color].
## Energy Katana
- <GuideEntityEmbed Entity="EnergyKatana" Captain="energy katana"/>
-
- You have sworn yourself to the [color=#66FF00]sword[/color] and refuse to use firearms.
- Deals a lot of damage and can be recalled at will, costing suit power proportional to the distance teleported.
-
- While in hand you can [color=#a4885c]teleport[/color] to anywhere that you can see, meaning most doors and windows, but not past solid walls.
- This has a limited number of charges which regenerate slowly, so keep a charge or two spare in case you need a quick getaway.
-
- ## Spider Clan Charge
+ <Box>
+ <GuideEntityEmbed Entity="EnergyKatana"/>
+ </Box>
- <GuideEntityEmbed Entity="SpiderCharge" Caption="spider clan charge"/>
+ [bold]You have sworn yourself to the sword and refuse to use firearms.[/bold] Luckily, you've got a pretty cool sword.
- [color=#66FF00]A modified C-4 explosive[/color], you start with this in your pocket. Creates a large explosion but must be armed in your target area.
- A random area on the map is selected for you to blow up, which is one of your [color=#a4885c]objectives[/color].
+ Your [color=#66FF00]energy katana[/color] hurts plenty and can be [bold]recalled at will[/bold] at the cost of suit power. The farther away it is from you, the more energy required to recall it.
- It can't be activated manually, simply plant it on a wall or a particularly ugly piece of furniture.
- Can't be unstuck once planted.
+ While in hand you may also [color=#66FF00]teleport[/color] to anywhere that you can see, [bold]including through windows[/bold]. The charges required to do this regenerate slowly, so keep a charge or two spare in case you need a quick getaway.
- ## Ninja Shoes
+ ## Spider Clan Charge
+
+ <Box>
+ <GuideEntityEmbed Entity="SpiderCharge"/>
+ </Box>
+
+ [color=#66FF00]A modified C-4 explosive[/color], which can be found in your pocket. Creates a large explosion but [bold]must be armed in your target area[/bold] as it is one of your [color=#66FF00]objectives[/color].
- Special [color=#a4885c]noslips[/color] that keep you agile, swift and upright.
- Energy not required.
+ It can't be activated manually, so simply plant it on a wall or a particularly ugly piece of furniture. Can't be unstuck once planted.
- # Objectives
+ ## Objectives
- - Download \[9-13\] research nodes: Use your gloves on an R&D server with a number of unlocked technologies
+ - Download \[9-13\] research nodes: Use your gloves on an R&D server with a number of unlocked technologies. You may have to unlock technologies yourself if there aren't enough to steal already.
- Doorjack \[15-40\] doors on the station: Use your gloves to emag a number of doors.
- Detonate the spider clan charge: Plant your spider clan charge at the specified location and watch it go boom!
- Call in a [textlink="threat" link="MinorAntagonists"]: Use your gloves on a communications console.
- Set everyone to wanted: Use your gloves on a criminal records console.
- Survive: Don't die.
-</Document>
\ No newline at end of file
+</Document>
--- /dev/null
+<Document>
+ # Thieves
+
+ <Box>
+ [color=#999999][italic]"Yoink! I'll be taking that! And that! Ooh, don't mind if I do!"[/italic][/color]
+ </Box>
+ <Box>
+ <GuideEntityEmbed Entity="ClothingNeckCloakVoid" Caption=""/>
+ </Box>
+
+ Thieves are petty yet crafty [color=green]criminals[/color] who can't keep their hands to themselves. You were forcefully given a [bold]pacifism implant[/bold] after your last arrest, but you won't let that stop you from trying to add to your collection.
+
+ ## Art of the Steal
+ Unlike other antagonists, [italic]staying out of trouble is almost a requirement for you[/italic] because of your implant.
+ You can only run if [color=#cb0000]Security[/color] picks a fight with you, and because you work alone you don't have any friends to pull you out of danger.
+
+ But against all odds, you'll sucessfully swipe what you want using determination, sleight of hand, a few tools and your [color=cyan]thieving gloves.[/color]
+
+ The pair of gloves you have give you a major advantage: [bold]the ability to take things off of people without them even noticing.[/bold] With a little practice, you can steal their wallet and keep up a conversation at the same time.
+
+ They're also made of the highest quality [bold]holographic chameleon fibers[/bold] you could steal, but while they can take the appearance of insulated gloves you'll still need to find a real pair to keep your hands from burning.
+
+ <Box>
+ <GuideEntityEmbed Entity="ClothingHandsChameleonThief" Caption="your thieving gloves"/>
+ </Box>
+
+ ## Tools of the Trade
+ You've got two more aces up your stolen sleeves: your [color=cyan]beacon[/color] and your [color=cyan]toolbox.[/color]
+
+ Your [color=cyan]beacon[/color] provides safe passage home for trinkets that may not be easy to carry with you on the evac shuttle. Simply find a secluded part of the station to unfold the beacon, then set its coordinates to your hideout.
+ Any shinies near it will be [bold]teleported to your vault when the shift ends,[/bold] fulfilling your objectives.
+
+ However, this will instantly out you if found and make it extremely easy for people to reclaim their "missing" possessions. [bold]Make sure to hide it well![/bold]
+
+ <Box>
+ <GuideEntityEmbed Entity="ThiefBeacon"/>
+ </Box>
+
+ Your [color=cyan]toolbox[/color] contains... well, whatever you remembered to pack. [bold]You can select two pre-made kits[/bold] to help you complete grander heists.
+ Approve your choices in a safe place, as the toolbox will dissolve and the gear will drop at your feet.
+
+ <Box>
+ <GuideEntityEmbed Entity="StorageImplanter" Caption="Anatomy"/>
+ <GuideEntityEmbed Entity="C4" Caption="Breacher"/>
+ <GuideEntityEmbed Entity="ChameleonProjector" Caption="Chameleon"/>
+ <GuideEntityEmbed Entity="EncryptionKeyStationMaster" Caption="Communicator"/>
+ </Box>
+ <Box>
+ <GuideEntityEmbed Entity="NitrousOxideTank" Caption="Sleeper"/>
+ <GuideEntityEmbed Entity="Emag" Caption="Smuggler"/>
+ <GuideEntityEmbed Entity="Telecrystal" Caption="Syndie"/>
+ </Box>
+
+ ## Centerpiece of the Collection
+ Your kleptomania will take you places. One day, you'll feel like stealing a few figurines. Another day, you'll feel like stealing an industrial machine.
+
+ No matter. They'll all be a part of your collection within a matter of time.
+
+ You can steal items by [bold]having them on your person[/bold] when you get to CentComm. Failing this, you can steal larger items by [bold]leaving them by your beacon.[/bold]
+
+ Some of the more [italic]animate[/italic] objectives may not cooperate with you. Make sure they're alive and with you or your beacon when the shift ends.
+
+ Things that you may desire include but are not limited to:
+
+ <Box>
+ <GuideEntityEmbed Entity="ToyFigurineGreytider" Caption="Figurines"/>
+ <GuideEntityEmbed Entity="PassengerIDCard" Caption="ID cards"/>
+ <GuideEntityEmbed Entity="ChemDispenser" Caption="Structures"/>
+ <GuideEntityEmbed Entity="MobCorgiIan" Caption="Animals/Pets"/>
+ </Box>
+
+</Document>
<Document>
# Traitors
-
- WHISKEY. ECHO. WHISKEY. LIMA. ALPHA. DELTA.
-
- - A Traitor is an antagonist employed by the Syndicate. They have access to various Syndicate tools and weapons through their [color=#a4885c]Uplink[/color].
- - Traitors can use codewords to identify themselves to one another in order to cooperate.
- - In a Traitor round, any player can be a Traitor aside from department heads, the captain, or any security officers.
- - Traitors should focus primarily on completing their objectives successfully by the end of the round.
-
- ## Uplink
+
<Box>
- <GuideEntityEmbed Entity="BaseUplinkRadio40TC" Caption="Uplink"/>
+ [color=#999999][italic]"WHISKEY. ECHO. WHISKEY. LIMA. ALPHA. DELTA. AGENT, YOU HAVE BEEN ACTIVATED."[/italic][/color]
</Box>
- - The [color=#a4885c]Uplink[/color] is the most important tool for a Traitor, as it can purchase tools and weapons with [color=#a4885c]telecrystals[/color](TC).
<Box>
- <GuideEntityEmbed Entity="Telecrystal" Caption="Telecrystals"/>
+ <GuideEntityEmbed Entity="PosterContrabandSyndicateRecruitment" Caption=""/>
</Box>
- - [color=#a4885c]Telecrystals[/color] are given at the start to give traitors an edge on the station. Other traitors can trade their [color=#a4885c]telecrystals[/color] to each other exceeding the normal given amount.
- - Using your [color=#a4885c]PDA[/color] and setting the ringtone as your uplink code gives you a variety of options to use at your disposal against the station and its crew.
+ Traitors are antagonists employed by the [color=#ff0000]Syndicate.[/color] You are a sleeper agent who has access to various tools and weapons through your [bold]uplink[/bold].
+ You also receive [bold]codewords[/bold] to identify other agents, and a coordinated team of traitors can have [italic]brutal results.[/italic]
+
+ Anyone besides [textlink="department heads" link="Command"] or members of [textlink="Security" link="Security"] can be a traitor.
+
+ ## Uplink & Activation
+ The [color=cyan]uplink[/color] is your most important tool as a traitor. You can exchange the 20 [color=red]telecrystals[/color] (TC) you start with for items that will help you with your objectives.
+
+ By pressing [color=yellow][bold][keybind="OpenCharacterMenu"][/bold][/color], you'll see your personal uplink code. [bold]Setting your PDA's ringtone as this code will open the uplink.[/bold]
+ Pressing [color=yellow][bold][keybind="OpenCharacterMenu"][/bold][/color] also lets you view your objectives and the codewords.
+
<Box>
- <GuideEntityEmbed Entity="PassengerPDA" Caption="PDA"/>
+ <GuideEntityEmbed Entity="PassengerPDA" Caption="PDA"/>
+ <GuideEntityEmbed Entity="Telecrystal" Caption="Telecrystals"/>
</Box>
- Make sure to relock your [color=#a4885c]PDA[/color] to prevent anyone else from seeing it!
- - Various gear include:
+
+ [bold]Make sure to close your uplink to prevent anyone else from seeing it.[/bold] You don't want [color=#cb0000]Security[/color] to get their hands on this premium selection of contraband!
+
<Box>
<GuideEntityEmbed Entity="WeaponPistolCobra" Caption="Weaponry"/>
<GuideEntityEmbed Entity="MagazineBoxLightRifle" State="icon" Caption="Ammo"/>
<GuideEntityEmbed Entity="ClothingEyesGlassesOutlawGlasses" Caption="Pointless"/>
</Box>
- ## Objectives
+ The purchases that you make should be to help you with your objectives. Some gear may not be of use to you, and you'll have to choose between being sneaky or going loud.
- - When becoming a Traitor, you will have a list of objectives, ranging from escaping alive, stealing something, and killing someone. Using the [color=#a4885c]Uplink[/color] will help you with most of these tasks.
+ ## Coordination
+ Codewords are words or phrases that every traitor will know. They provide a discreet way to identify or establish contact with a fellow traitor, which can be useful if your objectives include [italic][color=cyan]keeping them alive[/color][/italic] or [italic][color=cyan]helping them with their objectives.[/color][/italic]
- ## List of Possible Tasks
+ When you find some friends, [bold]you can withdraw [color=red]telecrystals[/color] from your uplink to give to them.[/bold] They can put these in their own uplink to spend for themselves.
- - Kill or maroon a randomly selected non-traitor.
- - Kill or maroon a randomly selected traitor.
- - Kill or maroon a randomly selected department head.
- - Keep a randomly selected traitor alive.
- - Escape on the evacuation shuttle alive and uncuffed.
- - Help a randomly selected traitor finish half of their objectives.
- - Die a glorious death.
- - Steal the Captain's [color=#a4885c]ID Card[/color], [color=#a4885c]Antique Laser Pistol[/color], [color=#a4885c]Jetpack[/color], or [color=#a4885c]Nuke Disk[/color].
- <Box>
- <GuideEntityEmbed Entity="CaptainIDCard" Caption="Captain's ID Card"/>
- <GuideEntityEmbed Entity="WeaponAntiqueLaser" Caption="Antique Laser Pistol"/>
- </Box>
+ Some offers available on your uplink require more than 20 TC to purchase, so if you want them you'll have to share.
+
+ ## Assassination
+ One of your objectives may be to [italic][color=cyan]kill or maroon a crewmember.[/color][/italic]
+
+ You can [color=cyan]maroon[/color] your target by [bold]preventing them from reaching CentComm[/bold] via the evacuation shuttle or an escape pod.
+
+ If you can't maroon your target or they're too important to leave alive, you'll have to get your hands dirty and [color=cyan]murder[/color] them. Make sure your target is not alive when the [bold]evacuation shuttle gets to CentComm,[/bold] and don't let them be resuscitated.
+
+ Remember, the Syndicate want only your targets dead. [color=red]Try to avoid mass murder or major damage to the station,[/color] as the more innocent lives you take, the more of a liability you become.
+
+ ## Evasion & Self-Termination
+ Your objectives may require you to [italic][color=cyan]make it to CentComm without being killed or captured.[/color][/italic] Don't let [color=#cb0000]Security[/color] stop you, complete your other objectives and [bold]come back alive.[/bold]
+
+ Alternatively, your objectives may require you to [italic][color=cyan]die a glorious death.[/color][/italic] [bold]Make sure you don't come back from the dead,[/bold] or else you may wake up in cuffs.
+
+ ## Appropiation
+ More often than not, you'll have to [italic][color=cyan]steal a possession of a department head.[/color][/italic]
+
+ The target may be in their office, or on their person. It may become necessary to kill whoever is carrying it, if you cannot pickpocket them.
+
+ You may be tasked with:
+ - Stealing the [color=yellow]Captain[/color]'s [bold]ID Card[/bold], [bold]antique laser pistol[/bold], [bold]jetpack[/bold], or [bold]nuclear authentication disk[/bold].
<Box>
- <GuideEntityEmbed Entity="JetpackCaptainFilled" Caption="Captain's Jetpack"/>
- <GuideEntityEmbed Entity="NukeDisk" Caption="The Nuke Disk"/>
- </Box>
- - Steal the Chief Medical Officer's [color=#a4885c]Hypospray[/color] or [color=#a4885c]Handheld Crew Monitor[/color].
+ <GuideEntityEmbed Entity="CaptainIDCard" Caption=""/>
+ <GuideEntityEmbed Entity="WeaponAntiqueLaser" Caption=""/>
+ <GuideEntityEmbed Entity="JetpackCaptainFilled" Caption=""/>
+ <GuideEntityEmbed Entity="NukeDisk" Caption=""/>
+ </Box>
+ - Stealing the [color=#5b97bc]Chief Medical Officer[/color]'s [bold]hypospray[/bold] or [bold]handheld crew monitor[/bold].
<Box>
- <GuideEntityEmbed Entity="Hypospray" Caption="CMO's Hypospray"/>
- <GuideEntityEmbed Entity="HandheldCrewMonitorEmpty" Caption="Handheld Crew Monitor"/>
+ <GuideEntityEmbed Entity="Hypospray" Caption=""/>
+ <GuideEntityEmbed Entity="HandheldCrewMonitorEmpty" Caption=""/>
</Box>
- - Steal the Research Director's [color=#a4885c]Hardsuit[/color] or [color=#a4885c]Hand Teleporter[/color].
+ - Stealing the [color=#c96dbf]Research Director[/color]'s [bold]experimental hardsuit[/bold] or [bold]hand teleporter[/bold].
<Box>
- <GuideEntityEmbed Entity="ClothingOuterHardsuitRd" Caption="RD's Hardsuit"/>
- <GuideEntityEmbed Entity="HandTeleporter" Caption="Hand Teleporter"/>
+ <GuideEntityEmbed Entity="ClothingOuterHardsuitRd" Caption=""/>
+ <GuideEntityEmbed Entity="HandTeleporter" Caption=""/>
</Box>
- - Steal the Head of Security's [color=#a4885c]Secret Documents[/color].
+ - Stealing the [color=#cb0000]Head of Security[/color]'s [bold]secret documents[/bold].
<Box>
- <GuideEntityEmbed Entity="BookSecretDocuments" Caption="Secret Documents"/>
+ <GuideEntityEmbed Entity="BookSecretDocuments" Caption=""/>
</Box>
- - Steal the Chief Engineer's [color=#a4885c]Advanced Magboots[/color].
+ - Stealing the [color=#f39f27]Chief Engineer[/color]'s [bold]advanced magboots[/bold].
<Box>
- <GuideEntityEmbed Entity="ClothingShoesBootsMagAdv" Caption="Advanced Magboots"/>
+ <GuideEntityEmbed Entity="ClothingShoesBootsMagAdv" Caption=""/>
</Box>
- - Steal the Quartermaster's [color=#a4885c]Requisition Digi-Board[/color].
+ - Stealing the [color=#b18644]Quartermaster[/color]'s [bold]requisition digi-board[/bold].
<Box>
- <GuideEntityEmbed Entity="BoxFolderQmClipboard" Caption="Requisition Digi-Board"/>
+ <GuideEntityEmbed Entity="BoxFolderQmClipboard" Caption=""/>
</Box>
- - Steal the Head of Personnel's dog, Ian's [color=#a4885c]Corgi Meat[/color].
+ - Butchering Ian, the [color=#9fed58]Head of Personnel[/color]'s dog, and obtaining the [bold]corgi meat[/bold].
<Box>
- <GuideEntityEmbed Entity="MobCorgiIan" Caption="Ian the Corgi"/>
- <GuideEntityEmbed Entity="FoodMeatCorgi" Caption="Corgi Meat"/>
+ <GuideEntityEmbed Entity="MobCorgiIan" Caption=""/>
+ <GuideEntityEmbed Entity="FoodMeatCorgi" Caption=""/>
</Box>
</Document>
<Document>
# Zombies
-
+
+ <Box>
+ [color=#999999][italic]"They're coming to get you, Barbara!"[/italic][/color]
+ </Box>
<Box>
<GuideEntityEmbed Entity="SignBiohazard" Caption=""/>
</Box>
- - Zombies are antagonist that infect all beings that they bite.
-
- ## Infection
-
- - Three ways of getting infected are by starting out as the intial infected, being bitten by a zombified being, or being injected by [color=#a4885c]Romerol[/color].
+ Zombies are conversion antagonists that infect all beings that they bite with [color=#7e916e]Romerol[/color], a deadly, contagious virus that can easily spread if not contained.
<Box>
<GuideReagentEmbed Reagent="Romerol"></GuideReagentEmbed>
</Box>
- ## Objectives
+ ## Inital Infected
+ You are patient zero. You have [color=#7e916e]Romerol[/color] coursing through your veins and you have a grand desire to share it with every single flesh being you see.
+
+ Upon learning of your infection, [italic]all bets are off[/italic]. You have only so much time before you turn, and you want to [bold]maximize your chances of taking over the station.[/bold]
+ Use this time to prepare weapons, gear, and traps. [italic]Space Law means nothing to you now.[/italic]
+
+ ## Transmission
+ Zombies only know how to shamble, bite and throw themselves against barricades. Their bite [bold]may not always transmit [color=#7e916e]Romerol[/color][/bold] through heavy layers of clothing, but it'll definitely hurt.
- - The objective for zombies is to infect the entire station's crew.
+ The undead can also chomp on a crit or dead body to [bold]instantly convert[/bold] it to a zombie.
+
+ ## Zombie Attributes
+ A zombie can be identified by dark green skin, red eyes, slow movement, rotting smell, and lack of motor functions. They'll drop their headset and gloves upon turning, and cuffs don't work against their vicious bite.
+
+ Zombies are known for their [bold]resilience to slashes, bruises, poison and cold.[/bold] They can survive in a vacuum and do not require food, water, air, or sleep. The undead do, however, [italic]take increased burn and shock damage.[/italic]
+
+ ## Survival
+ When the infection sweeps and [color=#cb0000]Security[/color] falls, it's up to the [bold]survivors[/bold] to try and make it to Central Command.
+
+ [bold]Constructing barricades[/bold] around departments or [bold]bolting doors[/bold] can buy enough time to make weapons, save lives or make a plan.
+
+ Remember that when it really hits the fan, [italic]you've gotta do what you gotta do[/italic], as long as it's not at the expense of fellow survivors. Scavenge what you need from those who haven't made it.
## Cure
+ [bold]Those who are already undead can only be cured by [color=red]death.[/color][/bold]
- - If you are already zombified, the only cure is death.
- - If you are not zombified yet, using [color=#a4885c]Ambuzol[/color] will stop the infection from ensuing your timely demise but you may still get reinfected if not too careful. [color=#a4885c]Ambuzol Plus[/color] will prevent the infection continuously only while alive.
+ If you're infected but not zombified yet, using [color=#86caf7]Ambuzol[/color] will cure you but won't prevent re-infection. [color=#1274b5]Ambuzol Plus[/color] will cure and prevent re-infection only while alive.
<Box>
<GuideReagentEmbed Reagent="Ambuzol"></GuideReagentEmbed>
</Box>
-
<Box>
<GuideReagentEmbed Reagent="AmbuzolPlus"></GuideReagentEmbed>
</Box>