## Various Antagonists
Antagonists can take many forms, like:
- - [textlink="Traitors" link="Traitors"] amongst the crew who must assassinate, steal and decieve.
+ - [textlink="Traitors" link="Traitors"] amongst the crew who must assassinate, steal and deceive.
- [textlink="Thieves" link="Thieves"] driven by kleptomania, determined to get their fix using their special gloves.
- [textlink="Revolutionaries" link="Revolutionaries"] who are intent on taking control of the station from the inside.
- [textlink="Nuclear operatives" link="Nuclear Operatives"], with the goal of infiltrating and destroying the station.
<Document>
# Minor Antagonists
- Most if not all Minor Antagonists are ghost-controlled roles that gives dead people new ways to cause chaos around the station. They are spawned by random events.
+ Minor Antagonists are ghost-controlled roles that give dead people a second chance to interact (and cause chaos!) around the station. They are spawned by random events.
# Paradox Clone
<GuideEntityEmbed Entity="ParadoxCloneDummy"/>
</Box>
- A perfect copy of a random crewmember that was thrown into our universe by a space-time anomaly. To fix the paradox and survive they have to find and kill their original counterpart. They have no special abilities, but are have identical appearance, DNA, fingerprints, clothing, equipment and IDs, making it hard to figure out who is the orginal and who is the clone, unless you know your fellow crewmembers well.
+ A perfect copy of a random crewmember that was thrown into our universe by a space-time anomaly. To fix the paradox and survive they have to find and kill their original counterpart.
+
+They have no special abilities, but are identical in appearance, DNA, fingerprints, clothing, equipment and IDs, making it hard to figure out who is the original and who is the clone... unless you know your fellow crewmembers well!
# Revenant
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 [bold]deal extra cellular or poison damage[/bold], based upon their color. Water hurts them just as it would hurt a slime person.
- - Spiders have a venomous bite and can [bold]create webs[/bold] that are hard to move though. Webs are easily destroyed with a blade. They can also pry open doors, windoors, and airlocks.
+ - Spiders have a venomous bite and can [bold]create webs[/bold] that are hard to move through, but are easily destroyed with a blade. They can also pry open doors, windoors, and airlocks.
</Document>
## 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]Corpsman[/bold] who works with reagents to make medicines or chemical weapons.
- The [bold]Commander[/bold] who draws up the plan and leads the team.
<Box>
<GuideEntityEmbed Entity="ClothingOuterHardsuitSyndie"/>
- <GuideEntityEmbed Entity="ClothingOuterHardsuitSyndieMedic" Caption="agent's hardsuit"/>
+ <GuideEntityEmbed Entity="ClothingOuterHardsuitSyndieMedic" Caption="corpsman's hardsuit"/>
<GuideEntityEmbed Entity="ClothingOuterHardsuitSyndieCommander" Caption="commander's hardsuit"/>
</Box>
- If you have been selected as the Agent or Commander but don't feel ready, one of your teammates can take responsibility.
+ If you have been selected as the Corpsman or Commander but don't feel ready, one of your teammates can take over your responsibilities.
## The Disk
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
+ ## Appropriation
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:
+ Some of the things you may be tasked with include:
- 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="CaptainIDCard" Caption=""/>
<Document>
# Zombies
-
+
<Box>
[color=#999999][italic]"They're coming to get you, Barbara!"[/italic][/color]
</Box>
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>
+ <GuideReagentEmbed Reagent="Romerol"/>
</Box>
- ## Inital Infected
+ ## Initial 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]
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>
+ <GuideReagentEmbed Reagent="Ambuzol"/>
</Box>
<Box>
- <GuideReagentEmbed Reagent="AmbuzolPlus"></GuideReagentEmbed>
+ <GuideReagentEmbed Reagent="AmbuzolPlus"/>
</Box>
</Document>
<GuideEntityEmbed Entity="AppraisalTool"/>
</Box>
- With the [color=cyan]Bounty Manifest[/color], it is now up to you to collect the required goods. Most departments will give you what you need by asking for it with a Bounty Manifest.
+ With the [color=cyan]Bounty Manifest[/color], it is now up to you to collect the required goods, but most departments will give you what you need if you ask for it with a Bounty Manifest.
Once you have collected the goods, return to the cargo bay and put the goods inside an empty [color=cyan]Crate[/color]. After everything is in the crate, close it, and then apply the Bounty Manifest to it.
- To verify the completion of a bounty, use the [color=cyan]Appraisal Tool[/color] on it. It should say that it confirms that the bounty has been completed.
+ To verify the completion of a bounty, use the [color=cyan]Appraisal Tool[/color] on it. It should show a confirmation that the bounty has been completed.
## Selling Bounties
## Preparations
- Before leaving the station, ensure you are prepared with all the required equipment. Otherwise, you will die before seeing any profits!
+ Before leaving the station, ensure you are prepared with all the required equipment. Otherwise, you will likely die before seeing any profits!
<Box>
<GuideEntityEmbed Entity="SuitStorageSalv"/>
<GuideEntityEmbed Entity="VendingMachineSalvage"/>
</Box>
- Everything needed before leaving the station is provided inside Salvage's starting room. While Science can research better weapons and equipment, it is best to be equipped with something rather than nothing.
+ Everything needed before leaving the station is provided inside Salvage's starting room. While Science can research better weapons and equipment, it is best to be equipped with your starting gear rather than nothing.
<Box>
<GuideEntityEmbed Entity="ClothingOuterHardsuitSpatio"/>
While you can technically mine and gather ore with just a PKA and a Backpack, Salvagers start with more specialized gear for the task.
- - [color=cyan]Pickaxe[/color]: This is required for mining at any reasonable speed when wielded. Also, it works as a melee weapon!
+ - [color=cyan]Pickaxe[/color]: This is required for mining at any reasonable speed when wielded. It also works as a handy melee weapon!
- [color=cyan]Ore Bag[/color]: When equipped in your belt slot, this magnetizes nearby ore and automatically picks it up for you.
<Box>
<GuideEntityEmbed Entity="Recycler"/>
</Box>
- [color=cyan]Space Debris[/color] is a versatile option, providing vital basic materials (such as steel, glass, etc) in short supply at the start of the shift. Items and scrap are scattered across the debris, and must be collected. Consider dragging along one of the lockers or crates aboard the debris for easier storage.
+ [color=cyan]Space Debris[/color] is a versatile option, providing vital basic materials (such as steel, glass, etc.) in short supply at the start of the shift. Items and scrap are scattered across the debris, and must be collected. Consider dragging along one of the lockers or crates aboard the debris for easier storage.
Debris is sprinkled with numerous threats. Bloodthirsty [color=red]Space Carp[/color] and [color=red]Sharkminnows[/color] infest them, eager to rush any Salvagers that come nearby. [color=red]Landmines[/color] are also rarely found aboard debris, capable of incapacitating the unwary explorer.
The [color=purple]Science Department[/color] is a crucial partner for Salvage. Science depends on Salvage for both basic materials (steel, plastic, glass) and advanced materials (silver, gold, plasma, and uranium), and Salvage relies on Science for the upgraded equipment that makes their work easier.
- Whenever possible, communicate with Science and try to prioritize their requests. While Science will need large quantities of basic materials, they rely entirely on you for their supply of [color=yellow]Gold, Silver and Uranium,[/color] all of which are required for your advanced gear. If you want Science to help you, you have to help them - and vice-versa.
+ Whenever possible, communicate with Science and try to prioritize their requests. While Science will need large quantities of basic materials, they rely entirely on you for their supply of [color=yellow]Gold, Silver and Uranium,[/color] all of which are required for your advanced gear. If you want Science to help you, you have to help them - and vice versa.
<Box>
<GuideEntityEmbed Entity="MiningDrill"/>
<Document>
# Robotics
- The science team has the ability to create several unique types of robots to suit the station's needs. In order to begin, you'll want to research [color=#a4885c]Robotics[/color] technology.
+ The science team has the ability to create several unique types of robots to suit the station's needs. In order to begin, you'll want to research the [color=#a4885c]Robotics[/color] technology.
## Exosuit Fabricator
<Box>
</Box>
[color=#a4885c]Bots[/color] are small, simple automata which can perform simple tasks, such as cleaning. They don't use power cells, but are quite fragile. Making these will require parts which can be made at an exosuit fabricator.
- To make a bot, open the [color=#a4885c]Construction Menu[/color] and go to the "Utilities" category (or just search "bot") and you'll have the whole list of recipes. In order to assemble the bot, you must have the parts outlined by the recipe close to you and click [color=#a4885c]Build[/color], after a few seconds your newly created silicon servant should appear at your feet!
+ To make a bot, open the [color=#a4885c]Construction Menu[/color] and go to the "Utilities" category (or just search "bot") and you'll have the whole list of recipes. In order to assemble the bot, you must have the parts outlined by the recipe close to you and click [color=#a4885c]Build[/color], after a few seconds your newly created silicon servant should appear at your feet!
## Mechs
<Box>
<GuideEntityEmbed Entity="RipleyPeripheralsElectronics" Caption="Ripley peripherals control module"/>
</Box>
- For example, both of the circuit boards above are necessary to create a ripley mech, and cannot be used to make any other mech.
+ For example, both of the circuit boards above are necessary to create a Ripley mech, and cannot be used to make any other mech.
To start making a mech, print their harness in the fabricator and insert the limbs, you can [color=#a4885c]examine[/color] it to see how to proceed with construction once all limbs are in place.
- Every mech requires some combination of wires, tool usage, and their own unique circuit boards to construct after the chassis has been assembled. Most mechs have two or more unique circuit boards. For example, the [color=#a4885c]Ripley[/color] mech requires a [color=#a4885c]ripley controls module[/color] board and a [color=#a4885c]ripley peripherals module[/color] board.
<Document>
## Anomaly Scanner
-The Anomaly Scanner is used to gather various information on anomalies. They can be found inside of the lockers in the science department.
+The Anomaly Scanner is used to gather various information on anomalies. They can be found inside the lockers in the science department.
<Box>
<GuideEntityEmbed Entity="AnomalyScanner"/>
<Document>
# Science
-[color=#c96dbf]Science[/color], often called Research and Development, is a job made up of both generating research points to unlock new technologies as well as using said technologies to produce new items at lathes to help out the station.
+[color=#c96dbf]Science[/color], often called Research and Development, is a job consisting of generating research points to unlock new technologies and using said technologies to produce new items at lathes to help out the station.
## Personnel
[color=#c96dbf]Science[/color]'s staff is made up of Research Assistants and Scientists. [color=#c96dbf]Science[/color] is run by the Research Director.
<GuideEntityEmbed Entity="ToyFigurineScientist" Caption="Scientist"/>
<GuideEntityEmbed Entity="ToyFigurineResearchDirector" Caption="RD"/>
</Box>
-
+
## Technologies
<Box>
<GuideEntityEmbed Entity="ComputerResearchAndDevelopment"/>
In order to progress further, you have to research up to [color=brown]75%[/color] of the current tier to move to the next one. So in order to unlock T2 researches you need to research 75% of T1.
-Now [color=green]Tier 3[/color] is where it gets interesting. If you research a T3 tech, you [color=brown]lock out[/color] T3 techs from other Discipline trees. That is, unless... you find some other way around it, probably should ask your [color=purple]Research Director[/color].
+Now [color=green]Tier 3[/color] is where it gets interesting. If you research a T3 tech, you [color=brown]lock out[/color] T3 techs from other Discipline trees. That is, unless you can find some other way around it... you should probably ask your [color=purple]Research Director[/color].
## Lathes
<Box>
- [color=green]Mend the wire[/color]: Mending the wire will re-enable the bolts.
[color=#a4885c]Dummy Wire[/color]
- - Dummy wires don't do anything. You can pulse, cut, and mend them freely and they will not affect the bomb at all.
+ - Dummy wires don't do anything. You can pulse, cut, and mend them freely without affecting the bomb at all.
</Document>
There are a lot of tools to help you gather and examine the evidence at your disposal
- # Log probe
+ # LogProbe
This little add-on to your PDA is incredibly useful, just install the cartridge and your PDA will acquire the ability to scan anything with access (like airlocks) and see who has used them recently.
</Box>
So be careful before fighting with someone.
- Same scanner can also get fingerprint information about who touched pretty much any object. If the possible perpetrator was using gloves, then your scanner will print out which fibers were left on the crimescene.
+ That same forensic scanner can also get fingerprint information about who touched pretty much any object. If the possible perpetrator was using gloves, then your scanner will print out which fibers were left on the crime scene.
## I got DNA. How do I recognize whose it is?
- You can print the forensic information of the object you scanned so you never miss it. Now with the paper containing DNA you can simply find a [color=#a4885c]Station Records Computer[/color] and look for a person whose DNA matches. Same applies to finding whose fingerprint is is.
+ You can print the forensic information of the object you scanned so you never miss it. Now with the paper containing DNA you can simply find a [color=#a4885c]Station Records Computer[/color] and look for a person whose DNA matches. Same applies to finding whose fingerprint it is.
## Taking Fingerprints
It is also possible to take someone's fingerprints while on scene if you make them take off their gloves and apply a forensic pad to their fingers. No need to run back to [color=#a4885c]Station Records Computer[/color] to check if the butler did it!
<GuideEntityEmbed Entity="ForensicPad"/>
## Fibers
- Whenenever people wearing gloves touch anything on the station, they are bound to leave behind some fibers. This complicates things, but nothing is unsolvable for a real detective.
+ Whenever people wearing gloves touch anything on the station, they are bound to leave behind some fibers. This complicates things, but nothing is unsolvable for a real detective.
There are up to [color=red]26[/color] different types of fibers possible. Can that stop you from solving the case?
</Box>
## Lethals
-Should the situation dictate, [color=#cb0000]Security[/color] have access to laser rifles, shotguns, handguns and automatic rifles able to put down substancial fire against any who would stand against the station.
+Should the situation dictate, [color=#cb0000]Security[/color] have access to laser rifles, shotguns, handguns and automatic rifles able to put down substantial fire against any who would stand against the station.
<Box>
<GuideEntityEmbed Entity="WeaponLaserCarbine"/>
<GuideEntityEmbed Entity="WeaponShotgunKammerer"/>