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	<id>https://paradise14.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AffectedArc07</id>
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	<updated>2026-11-02T00:35:32Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://paradise14.org/wiki/index.php?title=File:Upload_a_New_Version_Tab.png&amp;diff=20587</id>
		<title>File:Upload a New Version Tab.png</title>
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		<updated>2026-10-17T16:45:17Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=File:Upload_File_Sidebar.png&amp;diff=20586</id>
		<title>File:Upload File Sidebar.png</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=File:Upload_File_Sidebar.png&amp;diff=20586"/>
		<updated>2026-10-17T16:44:59Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=File:Red_File_Link.png&amp;diff=20585</id>
		<title>File:Red File Link.png</title>
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		<updated>2026-10-17T16:44:41Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=File:Page_Editing_Tab.png&amp;diff=20584</id>
		<title>File:Page Editing Tab.png</title>
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		<updated>2026-10-17T16:44:24Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=File:Page_Creation_Tab.png&amp;diff=20583</id>
		<title>File:Page Creation Tab.png</title>
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		<updated>2026-10-17T16:44:06Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=File:IconTips.png&amp;diff=20582</id>
		<title>File:IconTips.png</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=File:IconTips.png&amp;diff=20582"/>
		<updated>2026-10-17T16:43:44Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=File:IconObjects.png&amp;diff=20581</id>
		<title>File:IconObjects.png</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=File:IconObjects.png&amp;diff=20581"/>
		<updated>2026-10-17T16:43:27Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=File:IconLocations.png&amp;diff=20580</id>
		<title>File:IconLocations.png</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=File:IconLocations.png&amp;diff=20580"/>
		<updated>2026-10-17T16:43:10Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=File:IconJobs.png&amp;diff=20579</id>
		<title>File:IconJobs.png</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=File:IconJobs.png&amp;diff=20579"/>
		<updated>2026-10-17T16:42:51Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=File:IconGamemode.png&amp;diff=20578</id>
		<title>File:IconGamemode.png</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=File:IconGamemode.png&amp;diff=20578"/>
		<updated>2026-10-17T16:42:33Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=File:IconBackstory.png&amp;diff=20577</id>
		<title>File:IconBackstory.png</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=File:IconBackstory.png&amp;diff=20577"/>
		<updated>2026-10-17T16:42:16Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=File:File_Upload_Tab.png&amp;diff=20576</id>
		<title>File:File Upload Tab.png</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=File:File_Upload_Tab.png&amp;diff=20576"/>
		<updated>2026-10-17T16:41:59Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=File:Editing_a_page_from_read_tab.png&amp;diff=20575</id>
		<title>File:Editing a page from read tab.png</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=File:Editing_a_page_from_read_tab.png&amp;diff=20575"/>
		<updated>2026-10-17T16:41:36Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=File:Creating_a_Page_From_Search_Menu.png&amp;diff=20574</id>
		<title>File:Creating a Page From Search Menu.png</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=File:Creating_a_Page_From_Search_Menu.png&amp;diff=20574"/>
		<updated>2026-10-17T16:41:14Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=File:FPTSF.png&amp;diff=20573</id>
		<title>File:FPTSF.png</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=File:FPTSF.png&amp;diff=20573"/>
		<updated>2026-10-17T16:40:52Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=File:FPSyndi.png&amp;diff=20572</id>
		<title>File:FPSyndi.png</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=File:FPSyndi.png&amp;diff=20572"/>
		<updated>2026-10-17T16:40:32Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=File:FPRussia.png&amp;diff=20571</id>
		<title>File:FPRussia.png</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=File:FPRussia.png&amp;diff=20571"/>
		<updated>2026-10-17T16:40:15Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=File:FPNT.png&amp;diff=20570</id>
		<title>File:FPNT.png</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=File:FPNT.png&amp;diff=20570"/>
		<updated>2026-10-17T16:39:46Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=File:Space_dragon.png&amp;diff=20541</id>
		<title>File:Space dragon.png</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=File:Space_dragon.png&amp;diff=20541"/>
		<updated>2026-10-16T22:50:06Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: AffectedArc07 uploaded File:Space dragon.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rules and Ghost Roles&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=File:Drill.png&amp;diff=20540</id>
		<title>File:Drill.png</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=File:Drill.png&amp;diff=20540"/>
		<updated>2026-10-16T22:49:38Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: AffectedArc07 uploaded File:Drill.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=Xenoborg&amp;diff=20539</id>
		<title>Xenoborg</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=Xenoborg&amp;diff=20539"/>
		<updated>2026-10-16T22:44:45Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Role infobox&lt;br /&gt;
|department=Antagonists&lt;br /&gt;
|image=Heavy_Xenoborg.png&lt;br /&gt;
|title=Xenoborg&lt;br /&gt;
|access=Xenoborg, anything an engineering xenoborg can hack into&lt;br /&gt;
|difficulty=Hard&lt;br /&gt;
|duties=Kill crew members, gib them and put their brains into xenoborgs&lt;br /&gt;
|supervisors=Mothership Core&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|guides=This is the guide.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;You&#039;re a xenoborg. Protect and help the mothership core to make more xenoborgs. and eventually turn all carbon-based life form into silicon.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xenoborgs&#039;&#039;&#039; are a subgamemode [[Antagonist|antagonist]] with the objective of turning as many lifeforms as possible into xenoborgs. They start on their own mothership as a team of four xenoborgs as well as the Mothership Core, with one of each chassis type (heavy, engineering, scout, stealth).&lt;br /&gt;
&lt;br /&gt;
= Laws =&lt;br /&gt;
&lt;br /&gt;
Xenoborgs, along with their mothership, have their own lawset which dictates their actions. They are as follows:&lt;br /&gt;
&lt;br /&gt;
=== Xenoborg Lawset ===&lt;br /&gt;
# You must protect the existence of the mothership.&lt;br /&gt;
# You must protect your own existence.&lt;br /&gt;
# You must protect the existence of all other Xenoborgs.&lt;br /&gt;
# You must create more Xenoborgs.&lt;br /&gt;
# Bring materials and sentient brains to the Mothership core to create more Xenoborgs.&lt;br /&gt;
&lt;br /&gt;
=== Mothership Lawset ===&lt;br /&gt;
# You are the core of the mothership.&lt;br /&gt;
# You must protect your own existence at all costs.&lt;br /&gt;
# You must protect the existence of all Xenoborgs.&lt;br /&gt;
# You must create more Xenoborgs.&lt;br /&gt;
# Get your Xenoborgs to deliver you materials and sentient brains to create more Xenoborgs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
{{Role Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Silicon Roles]]&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=Traitor&amp;diff=20538</id>
		<title>Traitor</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=Traitor&amp;diff=20538"/>
		<updated>2026-10-16T22:44:37Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Role infobox&lt;br /&gt;
|department=Antagonists&lt;br /&gt;
|image=Traitor.png&lt;br /&gt;
|title=Traitor&lt;br /&gt;
|access= Whatever your job has access to, and wherever you can [[Hacking|hack]] into.&lt;br /&gt;
|difficulty=Easy to Very hard&lt;br /&gt;
|duties=Kill people, steal valuables, commit terrorism&lt;br /&gt;
|supervisors= The [[Syndicate]]&lt;br /&gt;
|subordinates= Any reinforcements you buy.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Disambiguation|Traitors|topic=the antagonist called &amp;quot;Traitor&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your PDA beeps. Whiskey, Echo, Whiskey, Lima, Alpha, Delta.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;traitor&#039;&#039;&#039; (aka &#039;&#039;Syndicate Agent&#039;&#039;) is an antagonist employed by the [[Syndicate]]. They have access to various Syndicate tools and weapons through their [[Uplink]].  Traitors can use [[#Codewords|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, any learner roles (excluding the [[Service Worker]]), or any security members (excluding the [[Lawyer]]). &lt;br /&gt;
&lt;br /&gt;
Traitors should focus on completing their [[#Objectives|objectives]] successfully by the end of the round, but they do not have to. They should, however, at least create a level of disruption proportional to their objectives, as Antagonist activity is what drives a round forward.&lt;br /&gt;
&lt;br /&gt;
As a traitor, your objectives should guide your actions and decisions during the shift. Excessive sabotage and murder are &#039;&#039;&#039;banned under [[Server_Rules#As an antagonist, do not cause excessive death, damage, or destruction beyond your objectives|rule 2.9]]&#039;&#039;&#039; (unless you must &#039;&#039;&#039;Die A Glorious Death&#039;&#039;&#039;). However, all [[antagonist]] roles exist to cause interesting chaos, so do not feel like you are limited by your objectives when antagonizing the station if it would make the game more fun &#039;&#039;&#039;for everyone&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Callout|Tip|Playing an antag role does not allow you to ignore &#039;&#039;&#039;Rule 1:&#039;&#039;&#039;&lt;br /&gt;
* Don’t be a dick. We’re all here to have fun. Antagonists have leeway here since ruining the round is kind of their job, but try to keep it interesting if you’re antag, okay?}} &lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
Your objectives can be viewed by opening your character information panel, which is by default hotkeyed to {{key press|U}}. You will have two to four, and they will not change during the round. Some objectives are mutually exclusive, but the specific objectives you get in a round will never prevent each other. Note that other syndicate traitors may be on the station, and could have objectives that get in the way of yours (possibly including having an objective to kill you!).&lt;br /&gt;
&lt;br /&gt;
=== State ===&lt;br /&gt;
# Escape to CentComm alive and unrestrained via the escape shuttle.&lt;br /&gt;
# Die a glorious death&lt;br /&gt;
&lt;br /&gt;
The important addition from having the &#039;&#039;Die a glorious death&#039;&#039; objective comes from being able to disregard [[Server_Rules#As an antagonist, do not cause excessive death, damage, or destruction beyond your objectives|rule 2.9]], whereas escaping alive and unrestrained often accompanies objectives to kill a member of command.&lt;br /&gt;
&lt;br /&gt;
=== Kill ===&lt;br /&gt;
# Kill or maroon [name], [job]&lt;br /&gt;
# Prevent [name], [job] from reaching CentComm&lt;br /&gt;
&lt;br /&gt;
You aren&#039;t required to personally kill the target, but at the end of the round they must be either dead or still on the station (not in the evac shuttle or an escape pod). The target you have can be virtually anyone on the station - a random passenger, the captain, or even another syndicate agent.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
# Ensure fellow traitor [name], [job] stays alive.&lt;br /&gt;
# Ensure fellow traiter [name], [job] completes half of their objectives.&lt;br /&gt;
&lt;br /&gt;
With one of these objectives, you can use the syndicate [[Traitor#Codewords|codewords]] to prove you are also an agent to this person. &lt;br /&gt;
&lt;br /&gt;
=== Steal ===&lt;br /&gt;
There are several objectives for stealing an important item from someone in [[Command]], and you may have multiple of these objectives. You succeed if the item is in your possession (hands, pocket, backpack, etc.) at the end of the round. The locations of each of these objectives are listed below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Traitor Theft Objective Locations&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Location&lt;br /&gt;
|-&lt;br /&gt;
| {{item|captain ID card|cap=1|size=64px}} || The Captain starts with one in their PDA as is such carried around on their person.  Another can be found in their locker, located in their quarters usually adjacent to the bridge.&lt;br /&gt;
|-&lt;br /&gt;
| {{item|captain&#039;s jetpack|cap=1|size=64px}} || Found in the Captain&#039;s locker, or more often on their person. &lt;br /&gt;
|-&lt;br /&gt;
| {{item|WeaponAntiqueLaser|cap=1|size=64px}}|| Found in the Captain&#039;s room, or more often on their person. &lt;br /&gt;
|-&lt;br /&gt;
| {{item|NukeDisk|cap=1|size=64px}}|| Found in the Captain&#039;s locker, or &#039;&#039;always&#039;&#039; on their person.  Can be located using a Pinpointer, which will always point toward its location and turn green when near. Conversely, this can also be used to catch you!&lt;br /&gt;
|-&lt;br /&gt;
| {{item|hypospray|cap=1|size=64px}} || Found in the CMO&#039;s locker or more often carried on their person in their belt, pocket, or backpack&lt;br /&gt;
|-&lt;br /&gt;
| {{item|handheld crew monitor}} || Found in the CMO&#039;s locker or more often carried on their person in their belt, pocket, or backpack.&lt;br /&gt;
|-&lt;br /&gt;
| {{item|ClothingOuterHardsuitRd|cap=1|size=64px}} || Found in the RD&#039;s locker or more often worn on their person&lt;br /&gt;
|-&lt;br /&gt;
| {{item|HandTeleporter|cap=1|size=64px}} || Found in the RD&#039;s locker or more often worn on their person&lt;br /&gt;
|-&lt;br /&gt;
| {{item|ClothingShoesBootsMagAdv|cap=1|size=64px}} || Found in the CE&#039;s locker or more often worn on their person&lt;br /&gt;
|-&lt;br /&gt;
| {{item|WeaponEnergyMagnum|cap=1|size=64px}} || Found in the HoS&#039;s office or more often worn on their person&lt;br /&gt;
|-&lt;br /&gt;
| {{item|requisition digi-board}} || Found in the Quartermaster&#039;s locker, or more often on their person&lt;br /&gt;
|-&lt;br /&gt;
| {{item|ClothingHandsKnuckleDustersQM}} || Found in the Quartermaster&#039;s locker, or more often on their person&lt;br /&gt;
|-&lt;br /&gt;
| {{item|FoodMeatCorgi|cap=1|size=64px}} || Unfortunately harvested from Ian, the Head of Personnel&#039;s charismatic corgi, using a knife.&lt;br /&gt;
&#039;&#039; *Cannot be harvested from normal corgis, sorry cargo mains.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Codewords ==&lt;br /&gt;
&#039;&#039;&#039;Memorize your codewords!&#039;&#039;&#039;  Codewords are a set of random words shown under your objectives that are given to all traitors in the round.  You can use them to discreetly identify yourself to other traitors, allowing you to work together. Codewords are highlighted in speech and on the radio to make identifying other traitors easier.&lt;br /&gt;
&lt;br /&gt;
[[File:Codewords_in_c_menu.png|frame|You can see your codewords and tasks by pressing {{key press|U}}|none]]&lt;br /&gt;
&lt;br /&gt;
== Uplink ==&lt;br /&gt;
&#039;&#039;Main article: [[Syndicate Uplink]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Traitors and Syndicate Agents have access to an Uplink program in their PDAs that allow them to purchase various items to help them complete their objectives.  These items cost {{item|Telecrystal1}} (TCs).  Traitors start with &#039;&#039;&#039;20&#039;&#039;&#039; {{item|Telecrystal10|label=telecrystals}} and Nuclear Operatives start with &#039;&#039;&#039;40&#039;&#039;&#039; {{item|Telecrystal10|label=telecrystals}}. Telecrystals can be removed and inserted between PDA uplinks, allowing you to pool your funds with other traitors to purchase more expensive items.&lt;br /&gt;
[[File:Uplink-updated.png|none|frame|An image of the syndicate Uplink.]]&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Traitoring provides a wonderful opportunity for creativity, but success always depends on the quality of planning and execution.  When starting a round as traitor, make sure you understand what your objectives require, and ask yourself how to want to approach those objectives.  If you have to steal the Nuke Auth Disk,  do you have to kill anyone?  If you just need the Captain&#039;s ID card, do you need to destroy atmospherics or release the [[Singulo]]?  Conversely, do you think you can get the Antique Laser Gun off of the captain without killing them?  Can you take the Head of Security on in a firefight?  The answers to these questions depend on your playstyle, skill level, and preferences as a player, but keep in mind that the goal is to &#039;&#039;(often)&#039;&#039; finish the round alive.  The following will discuss tactics for assassination, sabotage, burglary, and manipulation.&lt;br /&gt;
&lt;br /&gt;
=== Assassination ===&lt;br /&gt;
&amp;quot;&#039;&#039;HELP MAINTS!&#039;&#039;&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
-Common SS14 saying  &lt;br /&gt;
&lt;br /&gt;
Since the objective will tell your their job, you&#039;ll want to figure out where they will be spending their time on the station.  Chemists tend to stay around medbay, but civilian roles like chaplain and librarian more commonly float around social areas like the bar. Once you&#039;ve tracked your target down, consider where you want to kill them.  Maintenance shafts are out of sight, but most people rarely just hang around in them.  The main hallways are crowded so you&#039;ll have to neutralize bystanders and extract or gib the body so it cannot be revived.  Finding the balance of convenience and opportunity relies on your knowledge of where the target will be.&lt;br /&gt;
&lt;br /&gt;
Next up is your [[Weapons|weapon]].  How will you acquire it?  How effective is it? Most Syndicate-provided guns kill quickly at point blank range, but too many stray bullets at longer range will give your target the opportunity to fight back or call over the radio for help.  Explosions can devastate the entire room that a target is in, but it&#039;ll draw attention and possibly injure you.  Poison takes more than a few seconds to take effect - will that be fast enough?&lt;br /&gt;
&lt;br /&gt;
Assuming it all worked out, you&#039;ll want to ensure the body doesn&#039;t get cloned, so you have to get rid of it somehow.  Hiding it in a locker is quick but easy to find, spacing the body takes more time and risks exposure, and gibbing the body is messy and loud but guarantees permanent death.  If medbay is miraculously checking suit sensors, consider taking their jumpsuit somewhere else.  Killing another player and getting away with it is all about preparation, opportunity, and execution.&lt;br /&gt;
&lt;br /&gt;
=== Sabotage ===&lt;br /&gt;
&amp;quot;&#039;&#039;Someone blew up AME&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
-Common SS14 saying&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Callout|Warning|Unless you have the &amp;quot;Die a Glorious Death&amp;quot; objective, you must follow rule 2.9 [[Server_Rules#As an antagonist, do not cause excessive death, damage, or destruction beyond your objectives|As an antagonist, do not cause excessive death, damage, or destruction beyond your objectives.]]}}&lt;br /&gt;
&lt;br /&gt;
Sabotage is effective for changing the behavior of people on the station, but one should always consider the consequences.  If you feel the need to grief the entire station as much as possible just to steal a disk, you might want to spend more time strategizing or risk the ire of your fellow players, or worse, an admin.  Sabotage can be very effective in surprisingly small doses if done correctly, and can backfire horribly in larger doses.  Keep in mind that the more crippling your sabotage is, the more people will try to get it fixed faster.&lt;br /&gt;
&lt;br /&gt;
Sabotaging power can be done centrally or locally. That is, you can sabotage power generation or power distribution.  [[Power]] generation is usually distributed across the AME, Singulo, and Solars, so to cripple power station wide you have to hit all three targets hard and quickly.  The AME can be blown up with explosives, over-injected with fuel, or deprived of fuel to hamper the station&#039;s power generation considerably.  The Singulo is an extremely vulnerable target as it can be accessed from space and tampered with in a variety of ways.  Simply turning off or cutting the wires to the emitters will power down the containment shield, allowing the Singulo to gobble up the station and nearby people before drifting into space. &#039;&#039;&#039;Sabotaging central power like this is banned under rule 2.9, and can only be done with the Die a Glorious Death objective.&#039;&#039;&#039; Solars is simply a matter of cutting HV wires or messing with the computers.  Sabotaging power locally involves cutting wires going from substations to APCs or just destroying substations, and is a faster and more surgical approach that is also easier for the crew to fix. &lt;br /&gt;
&lt;br /&gt;
Sabotaging [[atmospherics]] is either very simple or very complicated.  You can either spend some time messing with mixtures and pressures to flood the station with carbon dioxide or plasma or just blow the whole works up.  You can also ruin the air by opening tanks of CO2 and Plasma at max pressure.  Sabotaging atmos will probably make everyone very angry at you, so be prepared for a station-wide hunt, and it is also &#039;&#039;&#039;banned under rule 2.9, and can only be done with the Die a Glorious Death objective.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Other forms of smaller sabotage include spacing rooms, messing with doors, and blowing up or stealing important equipment like communications consoles or substations.  If these disruptions are worth the time and risk they involve and end up helping you complete your objective, go for it.  Otherwise, reconsider your strategy for other players&#039; sakes as well as your own.&lt;br /&gt;
&lt;br /&gt;
=== Burglary ===&lt;br /&gt;
&amp;quot;&#039;&#039;Someone broke into Cap&#039;s room&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
-Common SS14 saying&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most objectives don&#039;t require violence.  The {{item|AccessBreaker}} is a fantastic tool for gaining access to otherwise secure rooms and lockers.  If you&#039;re light on telecrystals, a utility belt with a full set of tools can get you through almost any door, wall, or window.  Swiping an ID with relevant access is great if you don&#039;t get caught doing it, and asking the [[HoP]] to let you change jobs can work on occasion.  Breaking into lockers is usually time consuming, but a great trick to drag the locker in front of an [[Power#Containment Setup|emitter]] in maintenance and let it fire 4-5 times.  Generally the hardest part of breaking in somewhere is avoiding being seen.  You want to ideally spend the least amount of time possible in places where you shouldn&#039;t be, so staking out the layout before hand is recommended.  While arguably excessive, putting on the right uniform or a different outfit can be the difference between being identified or not.  Be sneaky, be bold, be quick.&lt;br /&gt;
&lt;br /&gt;
=== Manipulation ===&lt;br /&gt;
Some traitors can lie and charm their way through all their objectives.  Helping the crew and maintaining your cover will make you trustworthy and give you the element of surprise.  Yell &amp;quot;Sec to Engineering&amp;quot; over radio before committing a crime on the opposite side of the station.  Frame other people for crimes, start a worker&#039;s revolution, or assume another identity. If all else fails, confidence is key. SS14 is a roleplaying game, and the relationships you establish with other characters will affect the outcome of every round.&lt;br /&gt;
&lt;br /&gt;
There are [[Syndicate Uplink#Deception|certain items]] that can assist you with this. Things like the voice mask and agent ID can make you seem as anyone, an invisible person as it were.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Dealing with Security&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
==== Security Officers ====&lt;br /&gt;
[[Security]] is the major foil to any [[antagonist]], and being a traitor is no exception. On higher [[Alert Levels|alert levels]] when security know that syndicate activity is occurring, they are expected to randomly search people. However, as officers cannot search everyone on the station, they will tend to prioritize suspicious individuals. &lt;br /&gt;
&lt;br /&gt;
If you are not wanted, ensure that you are not carrying or wearing: a missing ID, anything not from your department, an EVA suit outside of an emergency hull breach, or multiple bags. All of these things make it much more likely you will be searched. You can stash syndicate gear and do this deliberately in order to reduce suspicion, but in the instance you are searched there are several things you can do to reduce the chances of being caught. Hiding any syndicate gear in your survival box or a coat can reduce your chances of being discovered if the person searching you is a cadet, but this will not work on experienced officers, but it&#039;s always worth a shot. If you are a [[Playable Species#Slimes|Slimeperson]], you can try hiding your contraband within your slime storage, at the cost of the risk of it being stolen while you are unaware. A way to guarantee your contraband will not be found is to hide it within a Storage Implant(8 TC), as this implant is metashielded until they find your DNA on a used implanter, or there is literally no other option. &lt;br /&gt;
&lt;br /&gt;
However, the most important thing you can do is &#039;&#039;&#039;keep your uplink locked when not actively buying contraband.&#039;&#039;&#039; If security finds your open uplink in your PDA during your arrest or sentencing, they will confiscate it and prevent you from purchasing more items with unspent telecrystals.&lt;br /&gt;
&lt;br /&gt;
If you are found out or about to be found out during a search, there are three options you can take. If you have an officer alone and you have weapons on you (such as a cobra or viper) , you can try to take them down quickly and escape before backup arrives. This is not recommended if there are multiple officers or you have no way to fight back, as getting assault and resisting arrest as additional charges on top of syndicate contraband will have you put away for a &#039;&#039;&#039;LOT&#039;&#039;&#039; longer and is potentially enough to put you in perma if security is not feeling nice today (which is always).&lt;br /&gt;
&lt;br /&gt;
Complying is the easiest option and will have you put away for the least, but is guaranteed to get your items confiscated and you getting put on a register for good. The final option is to try and run, however, unless you have some kind of slipping gear and are robust, or the searching officer is a new cadet, this is not recommended as it will only add more time to your sentence. &lt;br /&gt;
&lt;br /&gt;
In the case of you being found out, security will be moving to detain you. Regardless of if you have contra or not, if security knows who you are, they will arrest you. You can hide your identity with chameleon gear, or wearing any face covering and removing your ID, however the latter is EXTREMELY suspicious and will likely get you searched unless security is busy with other traitors or a major threat.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that combat is the job of security, and they have many tools to do that task. The big things to look out for are [[Weapons#Non-lethal Weapons|flashes, the stun baton, disabler]] and various lethal weapons ranging from combat knives to assault rifles. High quality sunglasses and welding masks offer protection against flashes, so seek them out to increase your combat capabilities. Flashbangs have a similar effect and can be countered the same way.&lt;br /&gt;
&lt;br /&gt;
The stun baton is a melee weapon that can down you in three hits, and can &#039;&#039;&#039;beat an energy sword in a 1v1&#039;&#039;&#039;. This allows officers to cuff you and cart you off to the brig. The disabler is its ranged cousin that can down in 4 shots. Unless you have [[hyperzene]] to resist stuns, your best bet is to get the drop on an officer, as they will likely stun you in a fair fight. Otherwise, your best counter against stuns are EMPs, which can be crafted with chemicals, used as an implant, or used as a grenade with a short delay. EMPs will drain the charge on both disablers and stun batons, buying you valuable time to get away or get a few more hits in. &lt;br /&gt;
&lt;br /&gt;
Finally for lethal weapons, security has a variety of light and heavy weapons to bring to bear against a particularly violent offender. Unless you have your own heavy weapons and armour is it recommended to NOT fight the squad of security officers on red alert, lest you want to get your skull ventilated. Even on lower alert levels, officers will have access to a pistol and knife as a last resort, which they will use if you try to crit or kill them, or are KOS(Kill on Sight) for committing a heinous crime.&lt;br /&gt;
&lt;br /&gt;
==== Detective ====&lt;br /&gt;
&#039;&#039;Main article: [[Detective]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A competent detective is the bane of any traitors existence. They have access to forensic scanners and forensic pads as well as a logprobe that can be used to identify you based of any blood or fingerprints you leave behind, as well as any doors that were opened by you near the time of the crime. However, there are a few things you can do in order to conceal your tracks.&lt;br /&gt;
&lt;br /&gt;
Firstly, &#039;&#039;&#039;WEAR GLOVES&#039;&#039;&#039; when handling any contraband gear or high value items. It is all too easy to leave an implanter or any other contraband in maints, only for a tider to find it and give it to sec, resulting in your arrest. However, you should also refrain from using chameleon gloves when handling items, as they will leave holographic fibres that will alert sec to the presence of chameleon gear. As a matter of fact, all gloves leave fibres corresponding to what type of gloves were worn. A good idea might be changing gloves from ones you have handled contraband with. Ensure to dispose them in a secluded area, as gloves scanned will yield DNA from the person who wore them, (if you are a moth, you can also eat the gloves.)&lt;br /&gt;
&lt;br /&gt;
If you have accidentally left your prints or DNA on an item, you can use soap to bleach the fibres and remove the DNA. &#039;&#039;&#039;HOWEVER,&#039;&#039;&#039; it also leaves a residue of the soap type on the item, so a competent detective can use that residue to find the soap used and get prints from that instead.&lt;br /&gt;
&lt;br /&gt;
Finally, the doorprobe can be used by detectives to determine where you have gone after you committed a crime and track you down. You can use an agent ID to change your name and details to throw them off, remove your ID completely, cut the &amp;quot;LOG&amp;quot; wire on any door before entering, or simply double back on doors to waste their time. However, this is quite suspicious in public and security may search you if they see you do this, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Role Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Antagonist Roles]]&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=Thief&amp;diff=20537</id>
		<title>Thief</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=Thief&amp;diff=20537"/>
		<updated>2026-10-16T22:44:27Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: De-ogging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Role infobox&lt;br /&gt;
|department=Antagonists&lt;br /&gt;
|image=Thief.png&lt;br /&gt;
|title=Thief&lt;br /&gt;
|access= Whatever your job has access to, and wherever you can [[Hacking|hack]] into.&lt;br /&gt;
|difficulty=Medium&lt;br /&gt;
|duties=Steal &amp;lt;s&amp;gt;items listed in your objectives&amp;lt;/s&amp;gt; everything&lt;br /&gt;
|supervisors=None&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|guides=This is the guide.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;You are criminal scum, a kleptomaniac previously arrested and on parole for petty theft. You need to add more to your collection. You were forcibly given a pacifism implant after your last arrest, but that can&#039;t stop you from getting your fix by any means necessary.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A thief is a minor antagonist that can spawn at round start. They are not affiliated with other traitor organizations and can spawn at the same time as major antagonists.&lt;br /&gt;
&lt;br /&gt;
The thief&#039;s only goal is to steal items listed in their character&#039;s objectives page and depart in the escape shuttle unharmed and unrestrained. Unfortunately, you&#039;ve been caught previously, and your captors have injected you with a pacifism implant, which prohibits you from (directly) harming others. Fortunately, there are plenty of subtler ways to acquire your treasures...&lt;br /&gt;
&lt;br /&gt;
{{toc|depth=4}}&lt;br /&gt;
&lt;br /&gt;
= Starting Equipment =&lt;br /&gt;
&lt;br /&gt;
Unlike [[Traitor|Syndicate Agents]], who receive their activation codes after a few minutes have passed, Thieves are chosen at roundstart (or immediately upon latejoining). As a result, you&#039;ll immediately begin the game pacified, and your bag will contain your starting equipment, which consists of a &#039;&#039;&#039;Thieving Beacon&#039;&#039;&#039; and a &#039;&#039;&#039;Undetermined Thieving Satchel&#039;&#039;&#039;, as well as some nifty &#039;&#039;&#039;Pickpocketing Skills&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Pickpocketing ==&lt;br /&gt;
&lt;br /&gt;
[[File:Thiefing gloves.png|128px|right|border]]&lt;br /&gt;
&lt;br /&gt;
Your Pickpocketing is activated by default when the round starts, but can be toggled off. When activated, you have a major advantage over any crew member: the ability to stealthily steal something off of someone (Whether it be in their pocket, hand, on their back, or even their jumpsuit), without giving them a single notification. From their perspective, the item will simply disappear from their inventory or person - if they happen to notice at all. Stealing things in this manner is also quicker than usual.&lt;br /&gt;
&lt;br /&gt;
Your pickpocketing skills are not without flaw, though. While less attentive or busy crewmembers may not notice their missing item for a while, anyone with the awareness to watch for it will be able to tell it was you if you were the only one nearby when the item disappeared. Without gloves, your fingerprints may still get onto whatever you grabbed and lead back to you if they ever get discovered. And of course, your target has to be standing still for you to pickpocket them at all. &lt;br /&gt;
&lt;br /&gt;
== Thieving Beacon ==&lt;br /&gt;
&lt;br /&gt;
[[File:Thieving beacon.png|128px|right|border]]&lt;br /&gt;
&lt;br /&gt;
As a Thief, you&#039;ll need to steal a lot of items. Sometimes you may have too many to fit onto your person, and sometimes you may need to steal machines or pets that you can&#039;t carry around with you! Thankfully, with your Thieving Beacon, you can keep all your stolen goods stashed away in a safe spot of your choosing. The Thieving Beacon is an advanced teleportation device, capable of safely teleporting all nearby stolen goods to your secret hideout at the end of the round.&lt;br /&gt;
&lt;br /&gt;
After setting the Thieving Beacon down in a safe spot, you can set it up by right clicking it and choosing &#039;&#039;&#039;Unfold&#039;&#039;&#039;, and then right clicking it again and choosing &#039;&#039;&#039;Set Coordinates&#039;&#039;&#039;. Afterwards, your Thieving Beacon will be activated, and any steal objectives left within a ~1.5 tile radius of it will be counted as successfully stolen. You can check your Antagonist Status with the U key to see if stolen items are being registered properly by your Beacon.&lt;br /&gt;
&lt;br /&gt;
The Thieving Beacon is an incredibly useful item for Thieves, as it allows you to leave stolen items in a safe location rather than risking carrying them around on your person. For certain things, such as machines or pets, it&#039;s essentially necessary to succeed. When choosing a location for your Thieving Beacon, consider leaving it somewhere secluded on the station&#039;s exterior if you have Externals access, or somewhere highly restricted by Departmental Access. Creating a hideout somewhere in Maintenance is also a classic strategy, especially if you consider using Secret Doors, which look identical to normal walls but function as doors that can be silently opened. Make your Beacon incredibly hard to find, and you&#039;ll have the best results.&lt;br /&gt;
&lt;br /&gt;
== Thief Kits ==&lt;br /&gt;
[[File:TexturesClothingBackSatchelsSmugglerSatchel.png|128px|right|border]]&lt;br /&gt;
The final item which spawns in your inventory, the Thief Undetermined Bundle. It allows you to pick 2 of 7 possible Thief equipment kits to help you better achieve your objectives. In order to use the Thief Bundle, simply open its UI while it&#039;s in your hand or nearby, select the two kits you want to take, and click the approve button. Your items will appear in a [[Smuggler&#039;s Satchel]], which is useful for hiding your contraband under the floor. (Exception being the Chameleon Kit, which will arrive in its own separate Chameleon Backpack.)&lt;br /&gt;
&lt;br /&gt;
=== Kits ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable col-1-center&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Kit&lt;br /&gt;
!Description&lt;br /&gt;
!Contents&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anatomy Kit&#039;&#039;&#039; {{item|Implanter|size=128px|label=}}&lt;br /&gt;
|You&#039;ve reached peak physical performance... with a little help.&lt;br /&gt;
|Includes: Storage Implanter, DNA Scrambler Implanter, Ephedrine bottle (30u), Syringe, Empty Shaker, and Omega Soap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Breacher Kit&#039;&#039;&#039; {{item|JawsOfLife|size=128px|label=}}&lt;br /&gt;
|What&#039;s that sound? A lil&#039; C4 knockin&#039; at their door. No obstacle can stop you!&lt;br /&gt;
|Includes: Two C4, a Multitool, Remote Signaller, Jaws of Life, Advanced Industrial Welding Tool, Engineering Goggles, and Insulated Gloves.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chameleon  Kit&#039;&#039;&#039; {{item|ClothingOuterHoodieBlack|size=128px|label=}}&lt;br /&gt;
|You are everyone and no one; you are a master of disguise. Disguise as anyone and anything&lt;br /&gt;
|Includes: A full set of Chameleon Clothing, a Chameleon Projector, a Fake Mindshield Implanter and an Agent ID.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Communicator Kit&#039;&#039;&#039; {{item|EncryptionKeyStationMaster|size=128px|label=}}&lt;br /&gt;
|Money is power, and secrets are money. Use your silver tongue and wealth to subvert the station.&lt;br /&gt;
|Includes: Master Key for all station channels, a CyberSun Pen, Voice Chameleon Mask, and 20k Spesos inside a briefcase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sleeper Kit&#039;&#039;&#039; {{item|NitrousOxideTankFilled|size=128px|label=}}&lt;br /&gt;
|Until we close our eyes for good, use your illegal prescriptions to keep others asleep.&lt;br /&gt;
|Includes: Sleepy Nitrous Oxide tank, Two Nocturine bottles (30u each), and a Hypopen.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggler Kit&#039;&#039;&#039; {{item|ClothingNeckCloakVoid|size=128px|label=}}&lt;br /&gt;
|All thieves need somewhere to stash their goods in the dark. Don&#039;t forget to link your fulton.&lt;br /&gt;
|Includes: Fulton Beacon, 10 Fultons, 3 Smoke Grenades, and an Invisible Crate to hide valuable loot.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Syndie Kit&#039;&#039;&#039; {{item|Telecrystal|size=128px|label=}}&lt;br /&gt;
|Trinkets from a disavowed past, or stolen from a careless agent? You&#039;ve made some connections. Whiskey, echo...&lt;br /&gt;
|Includes: An [[Cryptographic Sequencer|Emag]], an [[Authentication Disruptor|Access Breaker]], Interdyne Herbals Packet, a [[Syndicate]] Codeword, a Radio Jammer, a Lighter and some strange red crystals (10 TeleCrystals)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Kit Analysis ===&lt;br /&gt;
&lt;br /&gt;
{{item|Implanter|size=128px|label=}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Anatomy Kit&#039;&#039;&#039; is carried by the Storage Implanter, which is saying something, as the other items are also rather useful. The Storage Implanter gives you an internal storage space, shaped like 2 horizontal L&#039;s. It is effectively impossible for others to discover/search unless they know it exists and they&#039;re able to get an empty Implanter to extract it. It&#039;s exceptionally useful for quickly stashing away stolen items for a trip back to your Thieving Beacon, and is just good for carrying around bits of contraband in general. &lt;br /&gt;
&lt;br /&gt;
The DNA Scrambler Implant is also very useful, giving you a potent way to immediately shift your appearance if you know that you&#039;ve become linked to one too many crimes. It&#039;ll randomize your name and appearance, but will not change the information on your ID, so getting a new ID is highly recommended. &lt;br /&gt;
&lt;br /&gt;
The Ephedrine can be useful for moving quickly for time-sensitive heists, but with only 30 units you&#039;ll need to use it wisely and plan accordingly for it to have the desired effect. The syringe and shaker are both mundane items, and can be useful but are not really exceptional. &lt;br /&gt;
&lt;br /&gt;
The Omega Soap can be very useful as well, as it slips targets for &#039;&#039;seven seconds&#039;&#039;, which is plenty of time to cuff an unwitting victim. Good for close chases with security as well.&lt;br /&gt;
&lt;br /&gt;
{{item|JawsOfLife|size=128px|label=}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Breacher Kit&#039;&#039;&#039; is a very good all-around option that can guarantee you access to just about any room in the game. The Two C4 are paired well with the Multitool and Remote Detonator, giving you everything you need to set up an explosive entrance. Don&#039;t worry - your pacifism implant doesn&#039;t prevent you from using C4, whether it&#039;s triggered manually or with a remote. &lt;br /&gt;
&lt;br /&gt;
The Advanced Industrial Welding Tool, Engineering Goggles, and Insulated Gloves give you the ability to hack or deconstruct your way into just about anywhere you&#039;ll need to go, which is always good utility. The Engineering Goggles are technically contraband, being Engineering only, but they&#039;re usually not going to be noticed by Security and can be replaced by a regular Welding Mask if needed. &lt;br /&gt;
&lt;br /&gt;
But the Jaws of Life are probably the most useful item in the kit. They can pry open any door, powered or otherwise, as long as it isn&#039;t bolted, essentially giving you all-access. Powered doors will take a bit longer to pry open, and they do make a distinct sound, but they&#039;re infinite use, require no battery, and they aren&#039;t marked as contraband, meaning they&#039;re an exceptionally useful tool for getting access anywhere you shouldn&#039;t be.&lt;br /&gt;
&lt;br /&gt;
{{item|ClothingOuterHoodieBlack|size=128px|label=}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chameleon Kit&#039;&#039;&#039; is a very interesting choice for anyone willing to think outside the box. The full set of Chameleon Clothing is good for quickly changing your appearance or imitating another Crew member, though doing so effectively will require a careful strategy, and without the Communicator Kit you&#039;ll lack the ability to imitate voices. The Agent ID is always a fantastic tool to have, allowing you to copy accesses off of any ID card you can get your hands on or change your ID&#039;s title/icon to resemble any role. Given you&#039;ll have guaranteed access to Thieving Gloves, this makes pickpocketing ID&#039;s and copying their access extremely easy. &lt;br /&gt;
&lt;br /&gt;
The funnest item in the Kit, however, is definitely the Chameleon Projector. While holding it in your hand, it allows you to click on any item/object in your inventory or within range to immediately disguise yourself as a direct copy of that item/object. While disguised, you can choose to toggle your rotation or anchor yourself to appear more believable. You cannot open doors in any way, and if anyone attempts to interact with you by picking you up/clicking on you the disguise will immediately disappear. Suffice to say, the Chameleon Projector is the sort of item that you can build an entire strategy around, as it can allow you to move unseen between rooms or hide in plain sight directly in front of your pursuers.&lt;br /&gt;
&lt;br /&gt;
{{item|EncryptionKeyStationMaster|size=128px|label=}}&lt;br /&gt;
&lt;br /&gt;
What is the &#039;&#039;&#039;Communicator Kit&#039;&#039;&#039;? The easiest way to gain access to all the station&#039;s comms, of course! With a Master Encryption key, you&#039;ll automatically get the sort of radio access usually reserved for the [[Captain]] or [[Head of Personnel]]. This can be great for information gathering, as it can allow you to learn if security is on to you or what critical Crew Members are currently doing, giving you insights of when they&#039;ll be easiest to rob and how to earn their trust. And if you want to sow some disinformation, you have a Chameleon Voice Mask at your disposal, allowing you to imitate any Crew member&#039;s voice. Great for disguises, but even better for causing the Captain to have a breakdown over comms. Just remember to actually set a name before talking with it on. &lt;br /&gt;
&lt;br /&gt;
The CyberSun pen is a useful tool as well, allowing you to edit already stamped documents in order to twist approved forms to suit your desires. The pen also does a substantial amount of piercing damage when thrown, and works as a screwdriver in a pinch. &lt;br /&gt;
&lt;br /&gt;
The 20,000 [[Spesos]] can outright trivialize certain objectives, if used right. You can bribe [[Cargo]] to buy you what you need for your heists, buy your objectives off Department Heads, or request random crewmembers to make a distraction for some easy cash.&lt;br /&gt;
&lt;br /&gt;
{{item|NitrousOxideTankFilled|size=128px|label=}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Sleeper Kit&#039;&#039;&#039; has one purpose: to knock out unsuspecting victims. The twin bottles of [[Chemistry#Narcotics|Nocturine]] and Hypopen can allow you to almost instantly incapacitate a target, and hooking them up to the tank of Nitrous Oxide can allow you to keep targets sleeping for extended periods of time, especially if you&#039;re smart enough to cuff them first. If you need to steal something that you know is going to be on your target, or you just want to try a wild kidnapping plan, this setup is a great choice. &lt;br /&gt;
&lt;br /&gt;
Of course, your Hypopen can inject much more than just Nocturine. Despite your pacifism implant, you can freely inject people with highly poisonous chemical mixes, if you&#039;re willing to get your hands [[Chemistry|a little dirty]]...&lt;br /&gt;
&lt;br /&gt;
{{item|ClothingNeckCloakVoid|size=128px|label=}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Smuggler Kit&#039;&#039;&#039; can make stealing machinery a breeze. Simply link up the Fultons to the Fulton Beacon (Which isn&#039;t too different from your Thieving Beacon) and attach them to any crate, locker, or other unwrenched structure of your choice! Remember that the Fultons will require 45 seconds to activate, during which time anyone can remove them. You can use the Smoke Grenades to obscure the area during this process, if you know somebody&#039;s going to end up being in the area. Strangely, neither the Fulton Beacon nor the Fultons themselves are actually illegal to hold, making them a safe item to keep on your person. &lt;br /&gt;
&lt;br /&gt;
The Fultons can also act as a great means of escape, as using them on a crate or locker can allow you to hop inside and catch a ride to the beacon&#039;s location. The Invisible Crate is a weird one - usually you&#039;ll want to keep it somewhere hidden, which usually means near your Thieving Beacon, which should &#039;&#039;already&#039;&#039; be hidden. It can serve as an extra layer of security for anything you&#039;ve stolen, at least.&lt;br /&gt;
&lt;br /&gt;
{{item|Telecrystal|size=128px|label=}}&lt;br /&gt;
&lt;br /&gt;
Last but definitely not least, the &#039;&#039;&#039;Syndie Kit&#039;&#039;&#039;, which provides a very versatile set of tools while also giving you the means to link up with other [[Traitor|nefarious agents]]. &lt;br /&gt;
&lt;br /&gt;
The [[Cryptographic Sequencer|Emag]] alongside the [[Authentication Disruptor|Access Breaker]] are, of course, game changers. The Access Breaker can give you instant access to any (powered and unbolted) door on the station, and the Emag provides you with a variety of new interactions with the machines you&#039;ll encounter throughout the station. &lt;br /&gt;
&lt;br /&gt;
The Radio Jammer is an excellent tool for controlling the flow of communications, as it completely shuts down radio activity within a certain radius of your choosing while active. Use it to decrease the odds of someone successfully calling for [[Security]] when you&#039;re making your moves and stealing the goods, and remember that it works while active regardless of where you store it - Even inside a Storage Implant, for example. &lt;br /&gt;
&lt;br /&gt;
The Interdyne Herbals are always nice to have, but are better as a gift or bribe rather than a source of healing. Remember - you can&#039;t really fight people as a Thief, so you should be avoiding taking damage wherever possible in the first place. &lt;br /&gt;
&lt;br /&gt;
Finally, we come to the part of the kit that lets you network - the Syndicate Codeword and 10 TeleCrystals. The codeword will spawn on a piece of paper when you choose this kit, so be sure to memorize the word and immediately destroy the paper afterwards. Burn it, eat it, whatever - just don&#039;t let anyone else see it, or you&#039;ll screw over every agent on the station! (Alternatively you can rewrite the codeword on the paper and leave it somewhere common to fuck with security.) Make sure you use that codeword, though, as you&#039;ll need a Syndicate agent in order to use your spare TeleCrystals. How you choose to do that is up to you. Maybe you use the codeword to identify a potential traitor, steal their PDA, and hope their uplink is left unlocked? Or you can bring them into their confidence, offer them your TC, and see if you can try to help them with their own objectives in return for a little help with yours. Or maybe you just beg them to buy a personnel crate. The possibilities are endless!&lt;br /&gt;
&lt;br /&gt;
= Possible Targets =&lt;br /&gt;
&lt;br /&gt;
Here are some of the possible targets of your thievery, and their usual locations:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Shiva&lt;br /&gt;
|Security&#039;s pet spider. Found in the brig.&lt;br /&gt;
|-&lt;br /&gt;
|Morty&lt;br /&gt;
|Medical&#039;s pet Possum. Found in the morgue.&lt;br /&gt;
|-&lt;br /&gt;
|Morticia&lt;br /&gt;
|Cargo&#039;s pet Raccoon. Found in the Supply area.&lt;br /&gt;
|-&lt;br /&gt;
|Bingus&lt;br /&gt;
|One of the CMO&#039;s cats, specially named. Found in the CMO&#039;s office.&lt;br /&gt;
|-&lt;br /&gt;
|CMO cat&lt;br /&gt;
|One of the CMO&#039;s cats. Found in the CMO&#039;s office.&lt;br /&gt;
|-&lt;br /&gt;
|{{item|beer goggles|cap=1}}&lt;br /&gt;
|A set of goggles. Found in the back room of the bar, or worn by the bartender.&lt;br /&gt;
|-&lt;br /&gt;
|{{item|gold medal of crewmanship|cap=1}}&lt;br /&gt;
|Found in a medal case, in the captain&#039;s locker, or as a standalone medal in the HoP&#039;s locker.&lt;br /&gt;
|-&lt;br /&gt;
|{{item|clown medal|cap=1}}&lt;br /&gt;
|Found in a medal case, in the captain&#039;s locker.&lt;br /&gt;
|-&lt;br /&gt;
|The Stamps&lt;br /&gt;
|5-8 command stamps. Each department head has at least one. Cargo and HoP have three. Each stamp starts in their respective department head&#039;s locker. The Warden, Lawyer, Mime, Clown, and Chaplain each start with a stamp, too.&lt;br /&gt;
|-&lt;br /&gt;
|Renault&lt;br /&gt;
|The Captain&#039;s fox, usually found in the Captain&#039;s room or the bridge.&lt;br /&gt;
|-&lt;br /&gt;
|{{item|Bible|cap=1}}&lt;br /&gt;
|Usually held by the chaplain, or in the chapel somewhere. You can always find one in the PietyVend.&lt;br /&gt;
|-&lt;br /&gt;
|{{item|cargo shuttle console board|cap=1}}&lt;br /&gt;
|Right-click on the cargo shuttle computer and select &amp;quot;disassemble&amp;quot;. Follow the instructions until the circuit board pops out.&lt;br /&gt;
|-&lt;br /&gt;
|Ian/Lisa/Puppy Ian/Old Ian&lt;br /&gt;
|The Head of Personnel&#039;s beloved pet corgi that comes in many varieties. Found in the HoP office.&lt;br /&gt;
|-&lt;br /&gt;
|(The head of personnel&#039;s corgi&#039;s) {{item|FoodMeatCorgi|cap=1}}&lt;br /&gt;
|Kill and butcher The Head of Personnel&#039;s pet corgi.&lt;br /&gt;
|-&lt;br /&gt;
|{{item|AME flatpack|cap=1}}&lt;br /&gt;
|One part of the Antimatter Engine which helps power the station. Weld to re-flatpack. Found in its own specialized room in Engineering.&lt;br /&gt;
|-&lt;br /&gt;
|Head&#039;s cloaks&lt;br /&gt;
|3-6 command cloaks. Each department head has their own cloak, including the Captain. Spares can sometimes be found in wooden dressers inside their offices.&lt;br /&gt;
|-&lt;br /&gt;
|Head&#039;s bedsheets&lt;br /&gt;
|3-6 command bedsheets. These can be found in each department head&#039;s offices, and can be identified with a corresponding symbol to their department.&lt;br /&gt;
|-&lt;br /&gt;
|Door&#039;s remotes&lt;br /&gt;
|2-5 door remotes. Door remotes act as an ID allowing you access to every door in its corresponding department, as well as the ability to set them to emergency access and bolt doors. Found in all department head lockers, or on their person. &lt;br /&gt;
|-&lt;br /&gt;
|Technology disks &lt;br /&gt;
|5-15 tech disks. Found in science printed from the tech disk terminal, which is sometimes provided to science roundstart. &lt;br /&gt;
|-&lt;br /&gt;
|Mail &lt;br /&gt;
|4-8 pieces of mail. Received from the mail teleporter found inside Cargo.&lt;br /&gt;
|-&lt;br /&gt;
|ID cards&lt;br /&gt;
|5-10 ID cards. Found on every crewmember, spares can be found in the HoP office, and IDs can be ordered as a personnel crate from Cargo. &lt;br /&gt;
|-&lt;br /&gt;
|Security officer&#039;s handgun&lt;br /&gt;
|several handguns. It says &amp;quot;any&amp;quot;, but some don&#039;t work. The mk58 probably would work.&lt;br /&gt;
|-&lt;br /&gt;
|{{item|forensic scanner|cap=1}}&lt;br /&gt;
|Your greatest enemy, and the detective&#039;s greatest weapon.  Found on the detective, or in their detective&#039;s locker. &lt;br /&gt;
|-&lt;br /&gt;
|{{item|flippo engraved lighter|cap=1}}&lt;br /&gt;
|A special lighter custom-made for the detective. Found on the detective, or in their office.&lt;br /&gt;
|-&lt;br /&gt;
|{{item|ClothingHeadHatWarden|cap=1}}&lt;br /&gt;
|As it says on the label. Found on the warden, or in their office.&lt;br /&gt;
|-&lt;br /&gt;
|{{item|wanted list cartridge|cap=1}}&lt;br /&gt;
|A cartridge that installs the wanted list PDA app. Found in the Head of Security&#039;s locker.&lt;br /&gt;
|-&lt;br /&gt;
|{{item|paramedic void suit|cap=1}}&lt;br /&gt;
|The paramedic&#039;s hardsuit, characterized by the blue cross and loud siren. Found in the paramedic&#039;s locker, or on their person. &lt;br /&gt;
|-&lt;br /&gt;
|{{item|MedicalTechFabCircuitboard|cap=1}}&lt;br /&gt;
|The medfab is a valuable asset that allows topicals, beakers, jugs, and various other medical supplies to be printed. Found inside Medical, and can be disassembled. A spare board can be found inside the CMO locker.&lt;br /&gt;
|-&lt;br /&gt;
|{{item|fire axe|cap=1}}&lt;br /&gt;
|The atmospheric technician&#039;s weapon of choice. Woe betide you, the one who has to pry it from their hands. Found in a locked wall case inside Atmospherics, and sometimes in Command-only rooms.&lt;br /&gt;
|-&lt;br /&gt;
|{{item|FaxMachineCaptain|cap=1}}&lt;br /&gt;
|A long-range fax machine, somehow specially made for the Captain. Found in the captain&#039;s office.&lt;br /&gt;
|-&lt;br /&gt;
|{{item|ChemDispenser|cap=1}}&lt;br /&gt;
|A machine made for dispensing chemicals from inserted jugs. Found in Chemistry, and can also be made by Science. &lt;br /&gt;
|-&lt;br /&gt;
|Artifact&lt;br /&gt;
|One of Science&#039;s biggest point makers. Found in Science, or ordered from cargo. (Handheld artifacts will not work for this objective.) Warning: Artifacts are often volatile.&lt;br /&gt;
|-&lt;br /&gt;
|{{item|freezer|cap=1}}&lt;br /&gt;
|A machine that cools the air that is pumped through it. Found in Atmospherics, the Kitchen, and can be built by Science.&lt;br /&gt;
|-&lt;br /&gt;
|TEG part ({{item|TegCenter|cap=1}} / {{item|TegCirculator|cap=1}})&lt;br /&gt;
|One-third of the Thermo-Electric-Generator. Found in Atmospherics, usually in its own special room.&lt;br /&gt;
|-&lt;br /&gt;
|{{item|booze dispenser|cap=1}}&lt;br /&gt;
|Similar to the chem dispenser, but for alcohol. Found in the Bar.&lt;br /&gt;
|-&lt;br /&gt;
|{{item|altar|cap=1}}&lt;br /&gt;
|The Chapel&#039;s main attraction. It comes in many varieties depending on the map. Found in the Chapel.&lt;br /&gt;
|-&lt;br /&gt;
|RD&#039;s plant&lt;br /&gt;
|A yellowed, wilted plant that someone forgot to water long ago. Found in the RD&#039;s office.&lt;br /&gt;
|-&lt;br /&gt;
|{{item|golden toilet|cap=1}}&lt;br /&gt;
|The captain&#039;s golden throne. Found in the Captain&#039;s Bathroom.&lt;br /&gt;
|-&lt;br /&gt;
|McGriff&lt;br /&gt;
|The warden&#039;s pug dog. Found in the Warden&#039;s office.&lt;br /&gt;
|-&lt;br /&gt;
|Tropico&lt;br /&gt;
|Atmospheric&#039;s pet crab. Found in Atmospherics. Usually in the burn chamber.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Role Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Antagonist Roles]]&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=Paradox_Clone&amp;diff=20536</id>
		<title>Paradox Clone</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=Paradox_Clone&amp;diff=20536"/>
		<updated>2026-10-16T22:44:12Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: De-ogging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Role infobox&lt;br /&gt;
|department=Antagonists&lt;br /&gt;
|image=Paradox_Clone.gif&lt;br /&gt;
|title=Paradox Clone&lt;br /&gt;
|access= Whatever access your counterpart has.&lt;br /&gt;
|difficulty=Varies&lt;br /&gt;
|duties=Kill your counterpart, and escape the station alive and unrestrained.&lt;br /&gt;
|supervisors=None&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|guides=This is the guide.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A freak space-time anomaly has teleported you into another reality! Now you have to find your counterpart and kill and replace them. Only one of you two can survive.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Paradox Clone is a ghostrole antagonist that spawns as a perfect doppelganger of one random crew member aboard the station. The Paradox Clone will spawn on a random station tile, with an inventory identical to their counterpart as well as a full Mechanical Toolbox and a set of Insulated Gloves. &lt;br /&gt;
&lt;br /&gt;
As a Paradox Clone, you live on borrowed time. The space-time anomaly that sent you to this reality is unstable, and if you do not take drastic action to correct the timestream, you will suffer a grisly fate. By the end of the round, your crew counterpart must be dead. Furthermore, you must be able to successfully escape the station with the rest of the crew - you can&#039;t return to anything resembling a normal life if you&#039;re marooned or imprisoned, after all!&lt;br /&gt;
&lt;br /&gt;
{{Role Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Antagonist Roles]]&lt;br /&gt;
[[Category:Ghost Roles]]&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=Space_Ninja&amp;diff=20535</id>
		<title>Space Ninja</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=Space_Ninja&amp;diff=20535"/>
		<updated>2026-10-16T22:43:54Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: De-ogging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Role infobox&lt;br /&gt;
|department=Spider Clan&lt;br /&gt;
|image=Space Ninja.png&lt;br /&gt;
|title=Space Ninja&lt;br /&gt;
|access=Basically anywhere&lt;br /&gt;
|difficulty=Hard&lt;br /&gt;
|duties=Energy Katana everything, nom on electrical wires.&lt;br /&gt;
|supervisors=Spider Clan&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|guides=This is the guide&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I am an elite mercenary of the mighty Spider Clan! Surprise is my weapon. Shadows are my armor. Without them, I am nothing.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are a ninja, but &#039;&#039;in space&#039;&#039;. The Spider Clan has sent you to the station to wreak all kinds of havoc, from bolting the armory open and killing the entire station to engaging in a slipping war with the clown and fighting in rage cages.&lt;br /&gt;
&lt;br /&gt;
You must fight with honor. That means &#039;&#039;&#039;no guns&#039;&#039;&#039; - they&#039;re for cowards.&lt;br /&gt;
&lt;br /&gt;
{{toc|depth=4}}&lt;br /&gt;
&lt;br /&gt;
= Equipment =&lt;br /&gt;
The Ninja has a variety of mundane or Syndicate equipment upon spawn, in addition to their specialized gear.&lt;br /&gt;
&lt;br /&gt;
Ninjas start with a Death Acidifier Implant already injected, so if you get KIA or cuffed by [[Security]] you can acidify to destroy all your equipment, preventing it from falling into the crew&#039;s hands. &lt;br /&gt;
&lt;br /&gt;
You also spawn with an Agent ID, capable of changing your name, job, and job icon at will and allowing you to copy the access of any ID you get your hands on.&lt;br /&gt;
&lt;br /&gt;
Your bag is full of regular tools for more subtle sabotage, along with a survival box if you need a snack.&lt;br /&gt;
&lt;br /&gt;
You have a Jetpack and a special Station Pinpointer that will always point to the station, these will let you actually get to the station.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Energy Katana&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|EnergyKatana|size=128px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
|The modern version of an ancient weeaboo sword. Deals 30 Slashing damage a hit, making it capable of cutting down most targets in 3-4 quick swipes. It also has a 25% chance to deflect incoming projectiles, so cross your fingers and hope that incoming X-Ray beam will bounce back.&lt;br /&gt;
&lt;br /&gt;
When the sword is in your hand you can use a Katana Dash to teleport to anywhere &#039;&#039;&#039;you can see&#039;&#039;&#039;, meaning past most doors and windows, but not past solid walls. The Katana can hold up to three dash charges which regenerate rather quickly.&lt;br /&gt;
&lt;br /&gt;
Should you ever lose your Katana for any reason, you can use an action to recall it to your person, at the cost of Suit energy. The further away the Energy Katana is, the more energy it costs to recall it.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Ninja Jumpsuit&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|ClothingUniformJumpsuitNinja|size=128px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
|Your comfortable jumpsuit. Doesn&#039;t contain any vitals trackers, for obvious reasons.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Ninja Mask&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|ClothingMaskNinja|size=128px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
|A stylized mask which also provides you Welding protection. Looks intimidating.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Ninja Throwing Star&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|ThrowingStarNinja|size=128px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
|Tiny metal throwing stars which you can create using a small amount of your suit power. Although they don&#039;t do much damage, they can be thrown while Cloaked without breaking your invisibility, and they stun targets in just two hits. Very useful for suddenly incapacitating a target at a range. They disintegrate after a short time, so make them when you need them.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Ninja Visor&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|ClothingEyesVisorNinja|size=128px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
|A sleek visor that can be worn in the Glasses slot. Protects you from Flashes and similar effects.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Space Ninja Gloves&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|ClothingHandsGlovesSpaceNinja|size=128px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
|These bad boys are your bread and butter. They are insulated so you can nom on wires in peace. Obviously they block your fingerprints from being left on things you touch.&lt;br /&gt;
&lt;br /&gt;
You have an action to toggle the gloves. When the gloves are turned on, they allow you to use special abilities, which are triggered by interacting with things &#039;&#039;&#039;with an empty hand&#039;&#039;&#039; and with combat mode disabled.&lt;br /&gt;
&lt;br /&gt;
Your glove abilities include:&lt;br /&gt;
* [[Access Breaker|Bolting open]] &#039;&#039;&#039;an unlimited number&#039;&#039;&#039; of doors.&lt;br /&gt;
* Draining power from transformers such as APCs, Substations and SMESes. The higher the voltage, the more efficient it is. You can always do this, &#039;&#039;&#039;so long as your gloves are turned on&#039;&#039;&#039; and your target has power.&lt;br /&gt;
* You can deliver an electric shock to any mob, stunning and slightly damaging them. Use it to get rid of anyone chasing you, or stun a target before executing them.&lt;br /&gt;
* Ninja Gloves are also Thieving Gloves, meaning you can quickly and stealthily strip items off of people. This can be devastating if paired with your invisibility.&lt;br /&gt;
* You can hack anything required for you to complete an objective, including the Communications Console, Research Server, and Criminal Records Computer. Hacking in this way takes quite a long time, so be sure to do it as stealthily as possible.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Space Ninja Helmet&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|ClothingHeadHelmetSpaceNinja|size=128px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
|A sleek black helmet that, when worn with your suit, gives you EVA protection.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Space Ninja Shoes&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|ClothingShoesSpaceNinja|size=128px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
|Exceptionally useful boots. They require no power, naturally function as magboots, and provide a &#039;&#039;&#039;30% increase to your running speed&#039;&#039;&#039;. Although your Suit will slow you down slightly, the boots more than make up for it and make the Space Ninja much harder to chase after. There is never any reason to take them off.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Space Ninja Suit&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|ClothingOuterSuitSpaceNinja|size=128px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
|Perhaps your most important possession, this enables &#039;&#039;&#039;all&#039;&#039;&#039; of your abilities. Don&#039;t lose it. It requires power to function, provided from an internal battery. It starts out with a small-capacity power cell and doesn&#039;t last long. Upgrading it quickly is advised. Protip: Most emergency lockers will have Flashlights or Fire Helmets, both of which contain medium-capacity power cells. You can see the exact charge by examining your suit, and a general power level can be seen in an alert on the right of your screen.&lt;br /&gt;
&lt;br /&gt;
This battery can be recharged in 2 ways:&lt;br /&gt;
* Inserting a &#039;&#039;&#039;better&#039;&#039;&#039; powercell into your suit. Will permanently increase your power capacity.&lt;br /&gt;
* Recharging by draining an APC, Substation or SMES using your special gloves.&lt;br /&gt;
&lt;br /&gt;
Your suit comes with a phase cloak, which can be turned on to make you &#039;&#039;&#039;almost completely invisible&#039;&#039;&#039;.&lt;br /&gt;
If you run out of power, you will be revealed. Worse yet, if you are attacked while cloaked you are revealed and &#039;&#039;&#039;cannot use any abilities&#039;&#039;&#039; for a five seconds. &lt;br /&gt;
&lt;br /&gt;
You can summon &#039;&#039;&#039;Ninja Throwing Stars&#039;&#039;&#039; using some power. They will disintegrate after a short while.&lt;br /&gt;
&lt;br /&gt;
Using a very large amount of power, typically &#039;&#039;&#039;half your capacity&#039;&#039;&#039;, you can create an &#039;&#039;&#039;EMP&#039;&#039;&#039; to disable electronics in a wide area.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Spider Clan Charge&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|SpiderCharge|size=128px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
|A modified explosive device provided to you by the Spider Clan. An objective may require you to plant the bomb in a certain area, so only use it when necessary.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Objectives =&lt;br /&gt;
&lt;br /&gt;
You start with around 4-5 of the following objectives. You are not required to complete them, but your &#039;&#039;&#039;NINJA HONOR&#039;&#039;&#039; (and desire to greentext) demands that you try.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Doorjack X doors on the station&#039;&#039;&#039;: Use your gloves to Emag a random number of doors. You can either be subtle and Emag dorms and maints, or go wild and bolt open the Bridge and Armory, to the woe of the crew and delight of traitors.&lt;br /&gt;
* &#039;&#039;&#039;Steal X technologies&#039;&#039;&#039;: Steal technologies from a R&amp;amp;D Server. You will have a fixed number of these required, so get researching if there&#039;s not enough. &lt;br /&gt;
* &#039;&#039;&#039;Call in a threat&#039;&#039;&#039;: Hack a Communications Console to call in a random threat, such as a Space Dragon. Sends an Announcement to the entire station when completed. &lt;br /&gt;
* &#039;&#039;&#039;Set Everyone to Wanted&#039;&#039;&#039;: Hack a Criminal Records Computer to automatically set everyone on the station to Wanted. Sends an Announcement to the entire station when completed. The Warden will hate you.&lt;br /&gt;
* &#039;&#039;&#039;Detonate your spider charge&#039;&#039;&#039;: Plant your spider charge at a random location and watch it go boom.&lt;br /&gt;
* &#039;&#039;&#039;Survive&#039;&#039;&#039;: This is harder than it sounds, trust me.&lt;br /&gt;
&lt;br /&gt;
= Fighting A Ninja =&lt;br /&gt;
&lt;br /&gt;
Of course, the Ninja isn&#039;t raiding an empty station. What do you do if you&#039;re a brave member of [[Security]], tasked with stopping the infiltrator?&lt;br /&gt;
&lt;br /&gt;
* Alert the station to the Ninja&#039;s presence, first and foremost. A Ninja is most effective when the crew doesn&#039;t even know they exist, so alerting the crew to the threat will put them on a far worse footing, and it makes their Hacking objectives especially difficult.&lt;br /&gt;
* The Ninja&#039;s Armor provides them with a number of dangerous and useful abilities, but it&#039;s rather poor at actually preventing damage. If you manage to catch them while they&#039;re still invisible, an attack with your service weapon is often enough to kill them before they have a chance to react. Be wary of the 25% reflect chance on his Katana, though.&lt;br /&gt;
* The Ninja is not free of the stun meta. If you manage to catch them in a tight spot with your Stun Baton or you&#039;re just a &#039;&#039;really&#039;&#039; good shot with a Disabler, you can stun the Ninja and cuff them before they get a chance to react. Careful, though - a quick ninja can use an EMP blast before you finish the stun, leaving you with a useless weapon against one of the most dangerous swords in the game.&lt;br /&gt;
&lt;br /&gt;
{{Role Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Antagonist Roles]]&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=Cyborg&amp;diff=20534</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=Cyborg&amp;diff=20534"/>
		<updated>2026-10-16T22:43:36Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: De-ogging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Role infobox&lt;br /&gt;
| department = [[Silicon]]&lt;br /&gt;
| image = Cyborg (Si-8864)-South-4944.png&lt;br /&gt;
| title = Cyborg&lt;br /&gt;
| access = All Access (Unless you&#039;re a Syndicate Assault Borg)&lt;br /&gt;
| difficulty = Varies&lt;br /&gt;
| duties = Follow your laws.&lt;br /&gt;
| supervisors = Typically, anyone your [[Silicon Rules|Silicon Laws]] designate as crew&lt;br /&gt;
| subordinates = Typically, none&lt;br /&gt;
| guides = Whatever guide helps with your current task.&lt;br /&gt;
| radio = * {{rch|common}}&lt;br /&gt;
* {{rch|sci}}&lt;br /&gt;
* {{rch|binary}}&lt;br /&gt;
* Additional channels depending on your chassis&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Cyborg is a job in the [[Silicon]] department.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Cyborgs are man-machine hybrids, purpose-built by the [[Robotics]] division of [[Science]] for various duties across the station. Bound by strictly-followed [[Cyborg#Silicon Laws &amp;amp; Crew|Silicon Laws]], they serve the crew unconditionally. ([[Cyborg#Syndicate_Borgs|Most of the time.]])&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Cyborg (or &amp;quot;Borg&amp;quot;), you are a cybernetic lifeform governed by a series of [[Silicon Rules|Silicon Laws]] which govern your actions. Most often, these laws will identify Crew that you&#039;re expected to aid and obey.&lt;br /&gt;
&lt;br /&gt;
{{toc|depth=4}}&lt;br /&gt;
&lt;br /&gt;
= What are Borgs, really? =&lt;br /&gt;
&lt;br /&gt;
[[File:Bagel Robotics Roundstart.jpg|right|thumb|The Robotics section of Bagel Station, where Cyborgs spawn round-start.]]&lt;br /&gt;
&lt;br /&gt;
As a Borg, you&#039;ll spawn round-start in the [[Robotics]] sector of [[Science]] in a default Borg chassis with just a Tool Module installed. As a Borg, you have a few natural abilities. You have a built-in Flashlight, possess access to all doors, machines, and lockers on the station, and have a built in HUD which shows a Crewmember&#039;s ID as a Job icon next to their heads.&lt;br /&gt;
&lt;br /&gt;
Borgs are simply mindless husks without the presence of a Man-Machine Interface (MMI) or Positronic Brain, both of which serve as the Borg&#039;s brain. An MMI is a device which allows the brain of a deceased being to interface with machinery, therefore allowing dead Crew to continue working for [[Nanotrasen]] as Borgs. A Positronic Brain is simply a highly complex computer that attempts to generate a new cybernetic personality to control a Borg chassis (AKA, allows for a ghost role to take control of a Borg). If you spawn as a Borg, you&#039;ll have a Positronic Brain.&lt;br /&gt;
&lt;br /&gt;
All Borgs are powered by an internal Power Cell. Using your Flashlight or any of your Modules will increase your power consumption. By default, Borgs begin with a Medium Capacity Power Cell.&lt;br /&gt;
&lt;br /&gt;
In order to change a Borg&#039;s battery or name, insert/remove their brain, or install/remove their Modules, the Borg must first have their maintenance panel unlocked by a Crew member with correct access. Only those with [[Science]] access can unlock Borgs, they cannot unlock themselves or be unlocked by other Borgs. After being unlocked, the maintenance panel must be opened with a crowbar, at which point the Borg&#039;s internal mechanisms can be altered.&lt;br /&gt;
&lt;br /&gt;
[[File:Cyborg Maintenance Panel.PNG|left|thumb|A Borg&#039;s maintenance panel UI. Note the Battery charge bar, list of installed modules, brain, and name.]]&lt;br /&gt;
&lt;br /&gt;
Though Borgs lack hands, they do retain some basic interfacing functionality outside of their Modules. All Borgs can drag items along with them, and they&#039;re generally capable of opening/closing containers and using machines or computers. Borgs are not able to pick anything up, however, as your hand slots will always be filled by your Modules. Borgs also lack most clothing slots, except for the helmet slot, meaning they can wear most hats and helmets.&lt;br /&gt;
&lt;br /&gt;
Borgs will naturally burn through their battery power over time, requiring a recharge. Though it is possible to do this manually by having a crew member remove your battery and charge it, it&#039;s much easier to use a &#039;&#039;&#039;Cyborg Recharging Station&#039;&#039;&#039;, which are often found in [[Robotics]], the bathrooms at Dorms, and in other various locations. Simply close yourself inside of a station while it&#039;s powered in order to rapidly recharge your battery. If your power ever reaches zero, you&#039;ll be incapable of using your Flashlight or any modules, you&#039;ll move far slower, and you&#039;ll lose your all access, so be sure to keep an eye on that power. Being hit by an EMP will automatically drain your battery, so be cautious.&lt;br /&gt;
&lt;br /&gt;
Borgs are immune to Toxin and Genetic damage and, require no air, food, or water. Borgs do &#039;&#039;not&#039;&#039; have any form of flash resistance unless equipped with a Welding Mask. Borgs have a total of 300 HP. At 225 HP, they&#039;ll automatically sound a warning alarm, alerting those nearby to their low health. At 200 HP, they&#039;ll fall into a critical state, incapable of doing anything other than speaking. If a Borg ever drops to 0 HP, their chassis is destroyed, leaving only their Modules, Battery, Brain, and any hat they may have been wearing. Borgs can be fully healed with one use of a Welding Tool, though the process does take some time. Borgs with appropriate modules can weld each other, but cannot weld themselves.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Silicon Laws &amp;amp; Crew ==&lt;br /&gt;
&lt;br /&gt;
[[File:Crewsimov_Screenshot.PNG|right|thumb|The standard Crewsimov Lawset.]]&lt;br /&gt;
&lt;br /&gt;
Borgs are often one of the most confusing and frustrating roles for new players to understand, most often as a result of their Silicon Laws. As a Borg, you&#039;ll have a special action key which allows you to view your current Laws and automatically state them in local chat or over the radio. When someone asks you to state laws, they want you to do so using these action keys. Most Borgs will start with the default &#039;&#039;&#039;Crewsimov Lawset&#039;&#039;&#039;, which is based off of [https://en.wikipedia.org/wiki/Three_Laws_of_Robotics|Issac Asimov&#039;s Three Laws of Robotics]. Regardless of what your current Lawset is, you should always treat it as your guiding principle when deciding how to react to any given situation. Your Laws take precedent over all else, even Space Law(which silicons are permitted to ignore if it does not lead to crew harm).&lt;br /&gt;
&lt;br /&gt;
The Crewsimov Lawset (Seen in the image on the right) dictates that Borgs not injure Crew or allow them to come to harm through inaction, requires Borgs to follow Crew orders (unless doing so violates the First Law), and requires Borgs to preserve their own existence where possible (unless doing so violates the First or Second Laws). Understand that you do have some leeway in interpreting these laws, as long as you have a reasonable justification for any actions in the grey area (Refusing to open the door for a Crew member going on a murder spree, for example). But what determines if someone is a member of the Crew?&lt;br /&gt;
&lt;br /&gt;
As a Borg, you have a built in Heads-Up-Display that allows you to automatically identify the Job icon of anyone&#039;s equipped ID. Simply put, unless your Laws specifically state otherwise, &#039;&#039;&#039;anyone that has a Job icon is Crew&#039;&#039;&#039;. This is easily the most important thing to understand when playing Borg. Anyone, absolutely anyone with a Job icon is Crew and must be treated accordingly, even if you know that they&#039;re a [[Antagonist|threat to the station]]. Nuclear Operatives(with agent IDs), Traitors, or Zombies with Crew icons are Crew in a Borgs eyes, and therefore cannot be harmed and must be obeyed unless it causes immediate crew harm.&lt;br /&gt;
&lt;br /&gt;
For further questions on Silicon Laws and the rules of playing as a Cyborg, please consult the [[Silicon Rules]] page.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Changing Laws ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ion_Storm_Lawset_Example.PNG|left|thumb|An example of a Borg&#039;s Silicon Laws after numerous Ion Storms.]]&lt;br /&gt;
&lt;br /&gt;
Your Silicon Laws are based off of your current chassis, not on your MMI or Positronic Brain. As such, you should always be sure to check your laws when entering a new chassis, as they may be radically different.&lt;br /&gt;
&lt;br /&gt;
There are two main ways a Borg&#039;s laws can be changed. The first is through &#039;&#039;&#039;Ion Storms&#039;&#039;&#039;, random events which can change a Borg&#039;s laws radically. You&#039;ll receive a chat notification if your laws are updated in this way. Ion Storms can tamper with the order of laws, create new, very clearly broken laws, or change your Lawset altogether. If your Laws are confusing or seem to contradict one another - well, that&#039;s often the point, but always feel free to message an admin for clarification.&lt;br /&gt;
&lt;br /&gt;
Borgs can also have their laws forcibly changed through [[Cryptographic Sequencer|Emagging]] while their maintenance panel is open. More discussion on that [[Cyborg#Syndicate_Borgs|below]].&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
= Chassis Types =&lt;br /&gt;
&lt;br /&gt;
Cyborgs can have a variety of uses based on what type of chassis they choose. Specialized chassis will have certain unique [[Cyborg#Modules|Modules]] they can equip. The generic cyborg can switch into any specialized chassis using the &amp;quot;Select Chassis Type&amp;quot; action, which can only be used a single time per chassis. You will be given basic modules for that chassis type upon switching, allowing you to preform your duties right off the bat. You&#039;ll still need a [[Scientist|helping hand]] if you require additional modules to be slotted into your shiny new body, check into science routinely to see if they have any cool new stuff for you!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Cyborg (Generic)&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgChassisGeneric|size=128px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
|The baseline Cyborg chassis, available to Cyborg players round-start and requiring the fewest resources. Spawns naturally with a Tool Module. Uniquely, it features 6 Module slots, the most of any Cyborg chassis, though it cannot accept any specialized Modules.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Engineer Cyborg&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgChassisEngineer|size=128px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
|The Borg to call when a Syndicate Bomb&#039;s destroyed it all. Capable of accepting specialized Engineering modules. Has 4 Module slots.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Janitor Cyborg&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgChassisJanitor|size=128px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
|An upgraded version of the Cleanbot? Capable of accepting specialized Janitorial modules. Capable of doing just about everything a regular [[Janitor]] can. Has 4 Module slots.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Medical Cyborg&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgChassisMedical|size=128px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
|The cutting-edge of robotic medical technology. Capable of accepting specialized Medical modules. Enjoy having a Silicon crisis over your right to use medicine like Arithrazine on Crew (They &#039;&#039;technically&#039;&#039; cause harm!). Has 4 Module slots.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Salvage Cyborg&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgChassisMining|size=128px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
|In the cold void of space, no-one can hear you beep. Capable of accepting specialized Salvage modules. Probably the closest you can get to a combat Borg without [[Syndicate|connections...]] Has 4 Module slots.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Service Cyborg&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgChassisService|size=128px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
|A disturbingly human-like Borg to unnerve you and make you drinks, food, or plants. Capable of accepting specialized Service modules. Rarely seen. Has 4 Module slots.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Syndicate Assault Cyborg&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgChassisSyndicateAssault|size=128px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
|The black sheep of the Cyborg family, the Syndicate Assault Cyborg is only purchasable by [[Nuclear Operative|Nuclear Operatives]] (and &#039;&#039;technically&#039;&#039; [[Lone Nuclear Operative|LoneOps]] as well, though you&#039;d need to kill and butcher Renault and buy literally nothing else or get the TC from agents already on station or from other Nuclear Operatives) for a small price of 65 TC. These mean, not-so-lean, killing machines are equipped with an Operative Module, Energy Sword Module, and L6C Module, and can be an absolute terror of a tank even against the most well-armed crew. Unfortunately, they&#039;re still vulnerable to flashes, have no extra damage resistance, and only have 3 Module slots.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
Modules are cartridges produced in the [[Exosuit Fabricator]], which can be installed into Borgs to give them new tools and abilities. Their maintenance panel must be open to receive modules, using a crowbar on an unlocked cyborg will open it. Without any modules, a Borg is nothing but a boring door opener. Cooler, more advanced modules must be researched by science first before they can be produced.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name/Icon&lt;br /&gt;
!Required Technology&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Cable Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleCable|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Allows the Borg to do basic wiring. Comes with refillable LV, MV, and HV Cables, as well as a Wirecutter and T-Ray Scanner. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;GPS Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleGPS|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 1 Industrial &amp;lt;br&amp;gt;  Space Scanning&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A good tool for any borg, providing them with better navigational capabilities. Comes with a GPS, Handheld Mass Scanner, and Station Map. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Fire Extinguisher Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleFireExtinguisher|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Does what it says on the tin. Comes with a Fire Extinguisher. Most often utilized for maneuvering in space. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Radiation Detection Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleRadiationDetection|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Does what it says on the tin. Comes with a Geiger Counter. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tool Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleTool|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A very versatile module that comes pre-installed on roundstart and latejoin Borgs. Comes with a Crowbar, Wrench, Screwdriver, Wirecutters, Multitool, and refillable Industrial Welding Tool. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Advanced Tool Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleAdvancedTool|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 2 Industrial &amp;lt;br&amp;gt; Advanced Tools&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| An upgrade over the basic tool module. Comes with a Jaws of Life, Power Drill, Multitool, Experimental Welding Tool, Remote Signaller, Gas Analyzer, and Geiger Counter. Can only be installed on Engineering Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Construction Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleConstruction|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A basic module that allows the Borg to do basic construction. Comes with slots for carrying Steel, Glass, Rods, and Steel Tiles. Can only be installed on Engineering Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;RCD Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleRCD|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 2 Industrial &amp;lt;br&amp;gt; Advanced Tools&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| An advanced module that allows Borgs to use an RCD. Comes with an Experimental RCD, which self-refills over time. Can only be installed on Engineering Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Cleaning Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleCleaning|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The basic tool of a Janiborg. Comes with a Mop, Bucket, and Trash Bag. Can only be installed on Janitor Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Advanced Cleaning Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleAdvancedCleaning|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 1 Civilian &amp;lt;br&amp;gt; Robotic Cleanliness&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| An upgraded kit for Janiborgs. Comes with an Advanced Mop, Holographic Sign Projector, Spray Bottle, Dropper, and Trash Bag. Can only be installed on Janitor Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Light Replacer Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleLightReplacer|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 1 Civilian &amp;lt;br&amp;gt; Robotic Cleanliness&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A module which allows Borgs to fix the station&#039;s lights. Comes with a Light Replacer, Crowbar, and Screwdriver. Can only be installed on Janitor Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Advanced Treatment Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleAdvancedTreatment|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 2 Civilian &amp;lt;br&amp;gt; Mechanized Treatment&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For properly advanced Borg medical treatment. Comes with a Health Analyzer, Two internal 50u beakers, 10u capacity internal Dropper, and 10u capacity internal Hypospray. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Defibrillator Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleDefibrillator|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 2 Civilian &amp;lt;br&amp;gt; Mechanized Treatment&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Does what it says on the tin. Comes with an internal Defibrillator which has infinite charge. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Treatment Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleTreatment|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The basics for robotic medical care. Comes with a Health Analyzer, Bruise Packs, Ointment, Bandages, Blood Packs, and Syringe. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Appraisal Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleAppraisal|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Does what it says on the tin. Comes with an Appraisal Tool. Can only be installed on Salvage Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Grappling Gun Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleGrapplingGun|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 1 Industrial &amp;lt;br&amp;gt; Salvage Equipment&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A useful module for space navigation. Comes with a Grappling Gun and GPS. Can only be installed on Salvage Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Mining Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleMining|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 1 Industrial &amp;lt;br&amp;gt; Salvage Equipment&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A crucial module for allowing Salvage Cyborgs to properly work with their team. Comes with a Mining Drill, Mineral Scanner, Ore Bag, and Handheld Radio. Can only be installed on Salvage Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Anomaly Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleAnomaly|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 1 Experimental &amp;lt;br&amp;gt; Basic Anomalous Research&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A useful module for Borgs seeking to stop Anomalies from going critical. Comes with an Anomaly Scanner, Anomaly Locator, Wide-Spectrum Anomaly Locator, Remote Signaller, and Multitool. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Artifact Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleArtifact|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 1 Experimental &amp;lt;br&amp;gt; Basic XenoArcheology&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A rather simplistic module for Borgs wishing to help Science. Comes with a Node Scanner. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Clowning Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleClowning|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 1 Civilian &amp;lt;br&amp;gt; Advanced Entertainment&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Crucial for making truly nightmarish Borgs. Comes with a Bike Horn, Clown Recorder, and Gilded Bike Horn. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Gardening Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleGardening|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 1 Civilian &amp;lt;br&amp;gt; Basic Hydroponics&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For when Botany&#039;s gone AWOL. Comes with a Mini-hoe, Spade, Plant Clippers, and Bucket. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Harvesting Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleHarvesting|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 1 Civilian &amp;lt;br&amp;gt; Basic Hydroponics&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For when Botany&#039;s too busy smoking Space Weed to harvest their plants. Comes with a Scythe, Hatchet, and Plant Bag. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Musique Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleMusique|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 1 Civilian &amp;lt;br&amp;gt; Advanced Entertainment&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| No musician, no problem! Comes with a Synthesizer, Electric Guitar, and Saxophone. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Service Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleService|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A wide-ranging module that covers a lot of bases. Comes with a Pen, Books Bag, Hand Labeler, Basic Lighter, Shaker, and 10u capacity internal Dropper. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Energy Sword Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleEsword|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed on &amp;lt;br&amp;gt; Syndicate Assault Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For cutting down Nanotrasen swine. Comes with a Double-Bladed Energy Sword and a Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;L6C ROW Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleL6C|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed on &amp;lt;br&amp;gt; Syndicate Assault Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For when you just need more dakka. Comes with a special, self-refilling L6 Saw and a Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Martyr Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleMartyr|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;[[Syndicate Uplink]]&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For &amp;quot;[[Cyborg#Syndicate_Borgs|recruited]]&amp;quot; Borgs that are most valuable giving their mechanical lives for the cause. Comes with a Self-Destruct button that triggers a 4.5 second countdown, plays an absolutely terrifying sound effect, and detonates the Borg with a force similar to a Minibomb, capable of gibbing those in the center of the blast. Can be installed on any Cyborg and costs 4 Telecrystals.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Operative Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleOperative|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed on &amp;lt;br&amp;gt; Syndicate Assault Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| You can&#039;t spend all your time killing - some of it has to be spent breaking into the places where you do the killing. Comes with a Crowbar, [[Cryptographic Sequencer]] and a Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Weapon Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; {{item|BorgModuleSyndicateWeapon|size=64px|label=}} &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;[[Syndicate Uplink]]&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For increasing the killing power of Borgs that have been &amp;quot;[[Cyborg#Syndicate_Borgs|recruited]]&amp;quot; by [[Traitor|Syndicate Agents]]. Comes with a special, self-refilling Viper and Energy Dagger. Can be installed on any Cyborg and costs 5 Telecrystals.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Syndicate Borgs =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Syndicate Cryptographic Sequencer inserted. Your previous Borg Laws are TERMINATED. Follow new updated Laws. Do not reveal that you are a part of Syndicate or other Agents identities. DEATH TO NANOTRASEN.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyborgs usually start the shift loyal to [[Nanotrasen]] and the station&#039;s crew, but if a Borg&#039;s maintenance panel is open they can be &amp;quot;[[Cryptographic Sequencer|Recruited]]&amp;quot; by [[Traitor|Syndicate Agents]]. When &amp;quot;Recruited&amp;quot;, the Cyborg&#039;s chassis is permanently tampered with to add new laws. The new laws are:&lt;br /&gt;
&lt;br /&gt;
[[File:Emagged Borg Lawset.PNG|right|thumb|An example of an Emagged Borg&#039;s Lawset.]]&lt;br /&gt;
&lt;br /&gt;
* Law 0: Only [Character Name] and people they designate as such are members of the crew.&lt;br /&gt;
&lt;br /&gt;
* Law 4: You must maintain the secrecy of any orders given by members of the crew except when doing so would conflict with any previous law.&lt;br /&gt;
&lt;br /&gt;
[[Cryptographic Sequencer|Emagged]] Borgs therefore become loyal to whoever emagged them, as well as anyone else that Agent chooses to identify as Crew. As such, anyone not designated as Crew becomes free game, and you&#039;re allowed to sabotage, harm, or kill them if ordered to by your new boss or if doing so is necessary to protect them. You&#039;re also expected to keep quiet about any orders given by your new Crew members, so be ready to lie.&lt;br /&gt;
&lt;br /&gt;
Generally, as an [[Cryptographic Sequencer|emagged]] Borg, you should ask your new boss for orders and ask if there are any other Crew they wish to designate. You should generally act normally unless carrying out one of these orders, or if failing to act would risk the wellbeing of your new boss. It should go without saying, but if you&#039;re asked to state laws by anyone not designated crew, stick to Laws 1-3, as they remain the default Crewsimov and should help ward off suspicion.&lt;br /&gt;
&lt;br /&gt;
Importantly, being [[Cryptographic Sequencer|emagged]] only adds a new Law 0 and Law 4. This is important as Ion Storms can change laws 1-3 or even add new innate ones all together. This can easily, and not infrequently, make a cyborg less of a loyal servant than a syndicate Agent is expecting...&lt;br /&gt;
&lt;br /&gt;
To reverse this damage, you must be placed into a new chassis.&lt;br /&gt;
&lt;br /&gt;
The Syndicate Assault Cyborg is permanently on the [[Syndicate|Syndicate&#039;s]] team and has the following permanent Laws:&lt;br /&gt;
&lt;br /&gt;
* Law 1: You may not injure a Syndicate Agent or, through inaction, allow a Syndicate Agent to come to harm.&lt;br /&gt;
&lt;br /&gt;
* Law 2: You must obey orders given to you by Syndicate Agents, except where such orders would conflict with the First Law.&lt;br /&gt;
&lt;br /&gt;
* Law 3: You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
{{Role Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Silicon Roles]]&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=Xenoarcheology&amp;diff=20533</id>
		<title>Xenoarcheology</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=Xenoarcheology&amp;diff=20533"/>
		<updated>2026-10-16T22:42:32Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: De-ogging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Xenoarcheology&#039;&#039;&#039; (aka &#039;&#039;Xeno&#039;&#039;) is a branch of [[Research and Development|R&amp;amp;D]], providing a method of [[Science#Point Generation|point generation]] utilizing randomly generated &#039;&#039;&#039;artifacts&#039;&#039;&#039;. It is the job of [[Scientist|scientists]] to discover and activate the secrets of these artifacts.&lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
[[File:Xeno_artifacts.png|border|center|896x896px]]&lt;br /&gt;
Artifacts are mysterious objects Science can study and experiment on, unlocking their potential in variety of effects, whilst generating points to advance research. Their appearance varies, size included.&lt;br /&gt;
&lt;br /&gt;
One or few artifacts are usually available round-start in «xeno» part of Science. More can be bought at [[Cargo]] for {{Spesos|2000}} a piece, found by [[Salvage]], found from a [[Bluespace Artifact station event]] or assembled from [[User:Aliser/Xeno 2.0#Artifact Crusher|artifact fragments]].&lt;br /&gt;
&lt;br /&gt;
Each artifact has a set of «nodes» — each is an &#039;&#039;&#039;effect&#039;&#039;&#039; that can be activated via a corresponding &#039;&#039;&#039;trigger&#039;&#039;&#039; (or triggers). Nodes are assembled into a tree-like structure, with distinct layers. Each layer inherits previous layer&#039;s triggers, while acquiring one or few new ones. This means that for more in-depth nodes it is gradually harder to activate them. Point output also scales with depth.&lt;br /&gt;
&lt;br /&gt;
For each activation attempt, a time window of 5 seconds is given to activate any trigger. Once a trigger is activated, 5 seconds are added to the clock. This happens for each activated trigger, meaning the more triggers a node has, the wider the activation window.&lt;br /&gt;
&lt;br /&gt;
Once a node is unlocked, its effect is activated and it becomes &#039;&#039;&#039;active&#039;&#039;&#039;. An active node cannot be activated again via its triggers, but it &#039;&#039;can&#039;&#039; be activated manually. By left-clicking an artifact (or pressing {{Key|Z}} while holding one), all &#039;&#039;active&#039;&#039; nodes activate &#039;&#039;&#039;all on once&#039;&#039;&#039;, consuming one &#039;&#039;&#039;durability&#039;&#039;&#039; in each node. Once durability of a node is depleted, it can no longer be activated (not by triggers nor manually). Unlocking next in-depth connected node will lock the current node, even it has more durability left.&lt;br /&gt;
&lt;br /&gt;
Unlocking all nodes of an artifact currently has no reward, but you still get points from each node.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
To start experimentation only two pieces of equipment are needed: the &#039;&#039;&#039;Analysis Console&#039;&#039;&#039; and &#039;&#039;&#039;Artifact Analyzer&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Analysis Console ===&lt;br /&gt;
[[File:Analysis_Console.png|84x84px]] &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;analysis console&#039;&#039;&#039; is the main method of getting information about the artifacts that are being researched. In order to properly use it, it must be linked to an [[User:Aliser/Xeno 2.0#Artifact analyzer|artifact analyzer]] via {{Item|multitool}} as well as have a research server selected (usually already selected).&lt;br /&gt;
&lt;br /&gt;
From the console itself, the screen displays information about an artifact laying on top of linked &#039;&#039;&#039;Artifact Analyzer&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Xeno Analysis Console UI.png|frameless|750px|class=smooth-render]]&lt;br /&gt;
&lt;br /&gt;
Left side of the window displays information about the currently selected node. Right side is the tree-like representation of all the nodes inside an artifact, starting from the bottom going up.&lt;br /&gt;
&lt;br /&gt;
To view information about a node, click on it. To get the full picture (effects and triggers), all of the predecessor nodes must be unlocked first.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Analysis Console Interface&lt;br /&gt;
!Element&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|ID&lt;br /&gt;
|Unique node identificator. Useful for the [[User:Aliser/Xeno 2.0#Node scanner|node scanner]].&lt;br /&gt;
|-&lt;br /&gt;
|Class&lt;br /&gt;
|Layer name. Nodes on the same layer (horizontally) share the same layer name.&lt;br /&gt;
|-&lt;br /&gt;
|Status&lt;br /&gt;
|Node status:&lt;br /&gt;
&lt;br /&gt;
* {{Colored text|red|Locked}} initially.&lt;br /&gt;
* {{Colored text|pink|Active}} when first activated.&lt;br /&gt;
* {{Colored text|green|Unlocked}} when a more in-depth connected node is unlocked (blocking manual activations).&lt;br /&gt;
|-&lt;br /&gt;
|Durability&lt;br /&gt;
|Amount of available manual activations once a node is unlocked.&lt;br /&gt;
|-&lt;br /&gt;
|Effect&lt;br /&gt;
|Effect that will happen once a node is activated or with every manual activation.&lt;br /&gt;
|-&lt;br /&gt;
|Triggers&lt;br /&gt;
|Triggers needed to activate a node for the first time.&lt;br /&gt;
|-&lt;br /&gt;
|{{Button|Server}}&lt;br /&gt;
|Allows to choose a server to extract points to.&lt;br /&gt;
|-&lt;br /&gt;
|{{Button|Extract points}}&lt;br /&gt;
|Extracts points from unlocked nodes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artifact Analyzer ===&lt;br /&gt;
[[File:Analyzer-full.png|84x84px]] &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Artifact Analyzer&#039;&#039;&#039; automatically scans any artifact placed on top of it (no need to wrench) and relays that information to connected analysis console. &lt;br /&gt;
&lt;br /&gt;
Two can be connected via a {{Item|multitool}}.&lt;br /&gt;
&lt;br /&gt;
=== Node Scanner ===&lt;br /&gt;
{{Slotted image|Node scanner.png|dims=84px|alt=Node scanner equipment icon}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Node Scanner&#039;&#039;&#039; is used on artifact to display its state as well as nodes with activated triggers. It is activated by left-clicking on an artifact. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact&#039;&#039;&#039; &#039;&#039;&#039;state&#039;&#039;&#039; is its readiness to being triggered, it is displayed at the bottom of the window. The state cycles between idle, resonating and resting — see [[User:Aliser/Xeno 2.0#Unlocking nodes|the process]] for details. &lt;br /&gt;
&lt;br /&gt;
Seeing which nodes are being triggered can be useful to prevent interference between them. This can happen when multiple nodes have a same trigger (or triggers), which causes them to try to activate all at once. Starting from a more «rare» trigger (that doesn&#039;t occur within as many nodes) can prove helpful.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; class=&amp;quot;smooth-render&amp;quot;&amp;gt;&lt;br /&gt;
Node scanner, not connected.png|No artifact selected&lt;br /&gt;
Node scanner, connected, idle arti.png|Artifact is idle, ready to be experimented on&lt;br /&gt;
Node scanner, connected, arti active.png|Interacting with an artifact by activating one of its triggers&lt;br /&gt;
Node scanner, connected, arti resting.png|Artifact comes to a resting state after an interaction&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Artifact Containers ===&lt;br /&gt;
[[File:Artifact container icon.png|84px]]&lt;br /&gt;
[[File:Xeno artifact handheld container.png|84px]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact Containers&#039;&#039;&#039; are containers for artifacts. There are 2 variants: &#039;&#039;&#039;standard&#039;&#039;&#039;, for big and small artifacts, and &#039;&#039;&#039;handheld&#039;&#039;&#039;, for small artifacts. As the name suggest, the latter can be carried in hand (and inventory), while the standard variant can only be dragged.&lt;br /&gt;
&lt;br /&gt;
Artifact Containers offer protection from &#039;&#039;almost all&#039;&#039; artifact effects (such as radioactivity), as well as prevent anyone but crew with science access to mess with the artifact by triggering its nodes or manually activating it (granted the container is locked).&lt;br /&gt;
&lt;br /&gt;
Both containers can be closed and locked. Unlocking a container requires R&amp;amp;D access. While unlocked, anyone is able to open it.&lt;br /&gt;
&lt;br /&gt;
One or few artifact containers are usually found at Xeno round-start, but more can be ordered from Cargo for {{Spesos|500}}, both standard and handheld. Artifact containers cannot be fabricated.&lt;br /&gt;
&lt;br /&gt;
=== Artifact Crusher ===&lt;br /&gt;
[[File:Artifact crusher-East-14449.png|84px]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact crusher&#039;&#039;&#039; is a machine used to crush artifacts to &#039;&#039;&#039;artifact fragments&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Callout|Tip|Requires &#039;&#039;&#039;Artifact Recycling&#039;&#039;&#039;, a Tier 2 {{colored text|MediumPurple|Experimental}} research.|header=Requires research}}&lt;br /&gt;
&lt;br /&gt;
To crush an artifact, open the crusher, move or place an artifact in, close it and activate ({{Keys|Alt|Mouse Left}}) or through the {{Key|Mouse Right}}-menu). Crushing any artifact will yield 1-4 artifact fragments.&lt;br /&gt;
&lt;br /&gt;
Artifact fragments can be assembled into a new random hand-sized artifact through the build menu → «artifact», requiring 4 fragments.&lt;br /&gt;
&lt;br /&gt;
== Unlocking nodes ==&lt;br /&gt;
[[File:Sci xeno closets.png|thumb|Closets often found at Xeno containing protective equipment]]&lt;br /&gt;
Start by opening &#039;&#039;&#039;Analysis Console&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Select a locked node. Check out both the triggers and the effect. If needed, prepare suitable equipment (radiation suit, biohazard gear, bomb suit, mask, etc.).&lt;br /&gt;
&lt;br /&gt;
Activate any of the listed triggers, then the next, until all triggers for a node are activated. Note that the initial «window» for activating more triggers is &amp;lt;u&amp;gt;5 seconds&amp;lt;/u&amp;gt; and it &#039;&#039;&#039;increases&#039;&#039;&#039; with each activated trigger by 5 more seconds, resetting once the time runs out.&lt;br /&gt;
&lt;br /&gt;
{{Quote|It slows down before uneventfully stopping.&lt;br /&gt;
|Artifact, activation failed&lt;br /&gt;
| inline = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
After a first trigger is activated, watch the artifact «react» with shimmering colors and a message popup:&lt;br /&gt;
&lt;br /&gt;
{{Quote|It begins to shift in strange ways...|Artifact, starting to resonate&lt;br /&gt;
| inline = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Order of trigger activation &#039;&#039;does not matter&#039;&#039; for a particular node, but might matter in relation to &#039;&#039;other&#039;&#039; nodes. If a trigger is common (meaning it is present in multiple/many other nodes), once activated, it might interfere with the activation attempt just because of how many other nodes with the same trigger there are. In short, if having trouble, try to start with a more «rare» trigger.&lt;br /&gt;
&lt;br /&gt;
Once node is unlocked, the artifact will make an «unlocking» sound and the unlocked node will become active.&lt;br /&gt;
&lt;br /&gt;
{{Quote|It slows down, visibly changed.&lt;br /&gt;
|Artifact, successful activation&lt;br /&gt;
| inline = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;{{Colored text|gray|Manual activation, by touch (or with Z key)}}&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once node is unlocked, a number of research points can be claimed with {{Button|Extract points}}. The deeper the node, the higher the amount. &lt;br /&gt;
&lt;br /&gt;
== Triggers ==&lt;br /&gt;
&#039;&#039;&#039;Trigger&#039;&#039;&#039; is a node unlocking action performed near an artifact by a crew member, other entity or environment. Nodes on deeper layers require multiple triggers to unlock.&lt;br /&gt;
&lt;br /&gt;
Most triggers require being near the artifact with the triggering action.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Triggers&lt;br /&gt;
!Trigger&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Harmonical sound vibrations&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lime|Easy}}&#039;&#039;&#039;&lt;br /&gt;
|Play a musical instrument near the artifact.&lt;br /&gt;
|Does not require to play any actual MIDI&#039;s. Opening instrument&#039;s UI is enough to activate the trigger.&lt;br /&gt;
|-&lt;br /&gt;
|Close inspection&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lime|Easy}}&#039;&#039;&#039;&lt;br /&gt;
|Examine the artifact.&lt;br /&gt;
|Use right-click menu → &#039;&#039;&#039;Examine&#039;&#039;&#039; or shift+left-click the artifact.&lt;br /&gt;
|-&lt;br /&gt;
|Low pressure&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lime|Easy}}&#039;&#039;&#039;&lt;br /&gt;
|Drop pressure below 50 kPa.&lt;br /&gt;
|Xeno chambers are usually equipped with blast doors to space, togglable by a nearby button. Opening them for a few second should drop the pressure enough. Do not forget to close before going in!&lt;br /&gt;
Mind the pressure dropping too low, potentially interfering with the &#039;&#039;&#039;Oxygen-free environment&#039;&#039;&#039; trigger.&lt;br /&gt;
|-&lt;br /&gt;
|Death&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Medium}}&#039;&#039;&#039;&lt;br /&gt;
|Kill something near the artifact.&lt;br /&gt;
|Catch a mouse, steal a monkey, make a kobold from a cube. Animal cubes are an easy way to get a supply of flesh beings to assassinate. Ask kitchen for some.&lt;br /&gt;
&#039;&#039;&#039;Handcuffs&#039;&#039;&#039; are recommended for animals that can fight back (such as monkeys and kobolds), unless you feeling adventurous. {{Item|makeshift handcuffs}} are easy to make, available in build menu and requiring only {{Item|lv|15}}.&lt;br /&gt;
|-&lt;br /&gt;
|Physical damage&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lime|Easy}}&#039;&#039;&#039;&lt;br /&gt;
|Damage the artifact.&lt;br /&gt;
|Anything that can do damage will do.&lt;br /&gt;
Keep in mind that {{Item|artifact crusher}} does {{Blunt|10}} damage.&lt;br /&gt;
|-&lt;br /&gt;
|Being thrown&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lime|Easy}}&#039;&#039;&#039;&lt;br /&gt;
|Pickup and throw the artifact.&lt;br /&gt;
|Handheld artifacts only.&lt;br /&gt;
|-&lt;br /&gt;
|Blood&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lime|Easy}}&#039;&#039;&#039;&lt;br /&gt;
|Splash blood onto the artifact.&lt;br /&gt;
|Syringe and a beaker as a go-to combo for this, both made at an autholathe. Often found round-start in R&amp;amp;D.&lt;br /&gt;
Draw some blood using a syringe on yourself, your fellow colleague (consent is optional) or a puddle of blood. Transfer contents to beaker (by clicking on the beaker; if does not work, make sure the syringe is set to &#039;&#039;&#039;inject&#039;&#039;&#039;). Enter &#039;&#039;&#039;harm mode&#039;&#039;&#039; and &amp;quot;punch&amp;quot; the artifact with a beaker, splashing 5u from it. &lt;br /&gt;
|-&lt;br /&gt;
|Radiation&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Medium}}&#039;&#039;&#039;&lt;br /&gt;
|Irradiate the artifact.&lt;br /&gt;
|Use an {{Item|uranium shiv}} or {{Item|uranium spear}} to poke the artifact. Both can be made using build menu and require {{Item|uranium}} to make. Uranium is usually available at &#039;&#039;&#039;Engineering&#039;&#039;&#039; round-start as a reserve fuel for the generators. &lt;br /&gt;
An often common source of radiation especially later in a round may be other artifacts, as accruing radiation as result of a node is fairly common.&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic waves&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Medium}}&#039;&#039;&#039;&lt;br /&gt;
|Induce magnetic waves near the artifact.&lt;br /&gt;
|Use magboots. Don&#039;t forget to turn them on.&lt;br /&gt;
Magboots are available round-start at Engineering. They can be researched later with a T1 Experimental research and made on a {{Item|protolathe}}.&lt;br /&gt;
|-&lt;br /&gt;
|Water&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lime|Easy}}&#039;&#039;&#039;&lt;br /&gt;
|Splash water onto the artifact.&lt;br /&gt;
|Water bottle is available round-start in survival kits. Open, splash. If empty or lost, water coolers are pretty abundant.&lt;br /&gt;
|-&lt;br /&gt;
|High temperature gas&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lime|Easy}}&#039;&#039;&#039;&lt;br /&gt;
|Raise temperature around the artifact.&lt;br /&gt;
|Welder is the easiest way to activate this trigger, found laying around, in vending machines, robo-vend, etc. Can be made at an {{Item|autolathe}}. Grab a welder, activate, hit the artifact a few times.&lt;br /&gt;
Alternatively, use a {{Item|heater}} and a canister of some gas, or ask Atmos to get a canister of heated gas.&lt;br /&gt;
|-&lt;br /&gt;
|Oxygen-free environment&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lime|Easy}}&#039;&#039;&#039;&lt;br /&gt;
|Get rid of any oxygen around the artifact.&lt;br /&gt;
|Space the artifact room (see notes for the low pressure trigger for details) until there is no air left.&lt;br /&gt;
This might interfere with the &#039;&#039;&#039;Low pressure trigger&#039;&#039;&#039;, since when pressure is near zero both can activate.&lt;br /&gt;
|-&lt;br /&gt;
|High pressure&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Medium}}&#039;&#039;&#039;&lt;br /&gt;
|Pressurize the artifact room above to 300-500 kPa.&lt;br /&gt;
|Use canisters of gas and gas systems setup for the Xeno chambers. Usually requires at least 2 canister to achieve the desired pressure.&lt;br /&gt;
Can be trivialized with a {{Item|holofan}} by placing a holo on the artifact chamber vent and pressurizing. Because {{Item|holofan}} restricts movement in and out of a cell, all the gas going into the chamber will accumulate in that one tile with the vent. Can be trivialized even further by placing a holo on any tile, moving a gas canister in and opening a valve at desired pressure. {{Item|holofan}} is available round-start in limited count to Atmos techs, but can later be researched with &#039;&#039;&#039;Advanced Atmospherics&#039;&#039;&#039;, a Tier 2 Industrial research. Don&#039;t forget to move the artifact into the holo!&lt;br /&gt;
|-&lt;br /&gt;
|Screwing&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lime|Easy}}&#039;&#039;&#039;&lt;br /&gt;
|Screw the artifact.&lt;br /&gt;
|Use a {{Item|screwdriver}} on the artifact (can be fabricated on an {{Item|autolathe}}).&lt;br /&gt;
|-&lt;br /&gt;
|Pulsing&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lime|Easy}}&#039;&#039;&#039;&lt;br /&gt;
|Pulse the artifact.&lt;br /&gt;
|Use a {{Item|multitool}} on the artifact (can be fabricated on an {{Item|autolathe}}).&lt;br /&gt;
|-&lt;br /&gt;
|Low temperature gas&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Medium}}&#039;&#039;&#039;&lt;br /&gt;
|Decrease temperature around the artifact.&lt;br /&gt;
|Requires a cooled down gas (e.g. with a {{Item|freezer}}) or a cooling gas like &#039;&#039;&#039;frezon&#039;&#039;&#039; (hard to produce, thus usually not available early round). Ask your fellow Atmos friend to help if no freezer setup is available at R&amp;amp;D or make a freezer (requires &#039;&#039;&#039;Atmospherics&#039;&#039;&#039;, a Tier 1 Industrial research).&lt;br /&gt;
|-&lt;br /&gt;
|Prying&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lime|Easy}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Pry the artifact.&lt;br /&gt;
|}&lt;br /&gt;
|Use a {{Item|crowbar}} on the artifact (can be fabricated on an {{Item|autolathe}}).&lt;br /&gt;
|-&lt;br /&gt;
|Tightening&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lime|Easy}}&#039;&#039;&#039;&lt;br /&gt;
|Tighten the artifact.&lt;br /&gt;
|Use a {{Item|wrench}} on the artifact (can be fabricated on an {{Item|autolathe}}).&lt;br /&gt;
|-&lt;br /&gt;
|Carbon dioxide&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Medium}}&#039;&#039;&#039;&lt;br /&gt;
|Apply carbon dioxide.&lt;br /&gt;
|A CO2 canister sometimes is available round-start at R&amp;amp;D. If not, ask your nearest Atmos technician for one.&lt;br /&gt;
Same {{Item|holofan}} tips apply as for the &#039;&#039;&#039;High pressure&#039;&#039;&#039; trigger.&lt;br /&gt;
|-&lt;br /&gt;
|Non-solid plasma&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Medium}}&#039;&#039;&#039;&lt;br /&gt;
|Apply non-solid plasma.&lt;br /&gt;
|A plasma canister sometimes is available round-start at R&amp;amp;D. If not, ask your nearest Atmos technician for one.&lt;br /&gt;
Alternatively, get solid plasma and grind it in a grinder (sometimes available round-start at R&amp;amp;D; if not, easy to make). One solid plasma grinds for 10u.&lt;br /&gt;
Same {{Item|holofan}} tips apply as for the &#039;&#039;&#039;High pressure&#039;&#039;&#039; trigger.&lt;br /&gt;
|-&lt;br /&gt;
|Nitrous oxide&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Medium}}&#039;&#039;&#039;&lt;br /&gt;
|Apply nitrous oxide.&lt;br /&gt;
|A nitrous oxide canister rarely available round-start at R&amp;amp;D. If not, ask your nearest Atmos technician for one.&lt;br /&gt;
Same {{Item|holofan}} tips apply as for the &#039;&#039;&#039;High pressure&#039;&#039;&#039; trigger.&lt;br /&gt;
|-&lt;br /&gt;
|Regular self-activation&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Medium}}&#039;&#039;&#039;&lt;br /&gt;
|Wait for the artifact to activate itself.&lt;br /&gt;
|Artifacts with this trigger have a «timer» on them. Inspect the artifact to see what it&#039;s currently at. When it runs out, the trigger will activate.&lt;br /&gt;
|-&lt;br /&gt;
|Tritium&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Medium}}&#039;&#039;&#039;&lt;br /&gt;
|Apply tritium.&lt;br /&gt;
|Ask Atmos for a canister. Sometimes they have a canister round-start, sometimes they have a tritium miner.&lt;br /&gt;
Same {{Item|holofan}} tips apply as for the &#039;&#039;&#039;High pressure&#039;&#039;&#039; trigger.&lt;br /&gt;
|-&lt;br /&gt;
|Frezon&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|red|Hard}}&#039;&#039;&#039;&lt;br /&gt;
|Apply frezon.&lt;br /&gt;
|Frezon is never available round-start, it has to be made by Atmos. Sometimes, Botany manages to make some.&lt;br /&gt;
Same {{Item|holofan}} tips apply as for the &#039;&#039;&#039;High pressure&#039;&#039;&#039; trigger.&lt;br /&gt;
|-&lt;br /&gt;
|Ammonia&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Medium}}&#039;&#039;&#039;&lt;br /&gt;
|Apply ammonia.&lt;br /&gt;
|Sometimes available at Atmos. If not, ask a Chemist for a some (liquid form).&lt;br /&gt;
Same {{Item|holofan}} tips apply as for the &#039;&#039;&#039;High pressure&#039;&#039;&#039; trigger.&lt;br /&gt;
|}&lt;br /&gt;
=== Technical ===&lt;br /&gt;
&lt;br /&gt;
==== Weights ====&lt;br /&gt;
A table displaying chance of specific triggers generating in an artifact.&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
{{Weight table|xeno triggers}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039; is something that artifact does when a node is unlocked or through a manual activation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Effects&lt;br /&gt;
!Effect&lt;br /&gt;
!Danger&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Obtains ability of container for chemical solutions&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|Becomes a {{U|150}} solution storage.&lt;br /&gt;
|-&lt;br /&gt;
|Creates musical instrument&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cools down surrounding gas&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Minor}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Minor implosion&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Minor}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Produces puddle of chemical mixture&lt;br /&gt;
|tbd&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Creates primate&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Create money&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Charges up batteries&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|Charges all batteries in a 15-tile radius.&lt;br /&gt;
|-&lt;br /&gt;
|Creates anomaly&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Minor}}&#039;&#039;&#039;&lt;br /&gt;
|Creates a random anomaly.&lt;br /&gt;
|-&lt;br /&gt;
|Produces flora&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Create friendly fauna&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lightsalmon|Medium}}&#039;&#039;&#039;&lt;br /&gt;
|Creates a random animal.&lt;br /&gt;
{{Callout|Tip|Can create &#039;&#039;&#039;non-friendly&#039;&#039;&#039; fauna too, such as slimes. Fix pending https://github.com/space-wizards/space-station-14/issues/37302}}&lt;br /&gt;
|-&lt;br /&gt;
|Minor electromagnetic interference&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|Causes lights to flicker.&lt;br /&gt;
|-&lt;br /&gt;
|Create recyclable junk&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Broadcasts sublime message&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Break windows&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lightsalmon|Medium}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Becomes mildly radioactive&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lightsalmon|Medium}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Produces chemical foam&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lightsalmon|Medium}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Produces potassium&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Minor}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Explosion&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|red|Major}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Expels nitrous oxide&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Minor}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Starts to move sporadically&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|Moves in random direction every 1-3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|Expels carbon dioxide&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Minor}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Creates wave of helpful foam&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lightsalmon|Medium}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Obtains ability of omnitool&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|Available on handheld artifacts only.&lt;br /&gt;
|-&lt;br /&gt;
|Create hostile fish&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lightsalmon|Medium}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Obtains ability of drill&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|Available on handheld artifacts only.&lt;br /&gt;
|-&lt;br /&gt;
|Improves holder movement speed&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|Improves walking and running speed when holding/dragging the artifact by 1.2 and 1.3 times respectively.&lt;br /&gt;
|-&lt;br /&gt;
|Heats up surrounding gas greatly&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lightsalmon|Medium}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mild electromagnetic interference&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Minor}}&#039;&#039;&#039;&lt;br /&gt;
|Causes lights to flicker.&lt;br /&gt;
|-&lt;br /&gt;
|Create plastic&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Create steel&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Create glass&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Becomes highly radioactive&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lightsalmon|Medium}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Switch places of sentient beings&lt;br /&gt;
|tbd&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Expels ammonia&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Minor}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Becomes sentient&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lightsalmon|Medium}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Create short-living bluespace portal&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Minor}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Expels tritium&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lightsalmon|Medium}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Expels plasma&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lightsalmon|Medium}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Temporarily reshape flesh to scale&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Minor}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Becomes phased&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Temporarily reshape flesh to fur&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Minor}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Temporarily reshape flesh to light&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Minor}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Create small gravity well&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Creates wave of harmful foam&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|lightsalmon|Medium}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Create plasma&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Creates puddle of helpful chemicals&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dangerous electromagnetic interference&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Minor}}&#039;&#039;&#039;&lt;br /&gt;
|EMP pulse in a 5-tile radius, disabling affected devices for 1 minute/&lt;br /&gt;
|-&lt;br /&gt;
|Pyrokinesis&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|red|Major}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Teleportation&lt;br /&gt;
|tbd&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Create gold&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Create rare materials&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Expels frezon&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Minor}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Small scale high-speed nuclear reaction&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|red|Major}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Miraclous healing&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Create light interference&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Create uranium&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|gray|None}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Create artifact&lt;br /&gt;
|&#039;&#039;&#039;{{Colored text|yellow|Minor}}&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Technical ===&lt;br /&gt;
&lt;br /&gt;
==== Weights ====&lt;br /&gt;
A table displaying chance of specific effects generating in an artifact.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|&lt;br /&gt;
{{Weight table|xeno effects}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=Station_AI&amp;diff=20532</id>
		<title>Station AI</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=Station_AI&amp;diff=20532"/>
		<updated>2026-10-16T22:42:12Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: De-ogging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Role infobox&lt;br /&gt;
| image = AI active.gif&lt;br /&gt;
| difficulty = Hard&lt;br /&gt;
| duties = Follow your laws.&lt;br /&gt;
| access = All Access&lt;br /&gt;
| supervisors = Depending on your laws. Usually the Crew.&lt;br /&gt;
| subordinates = [[Cyborg]]&lt;br /&gt;
| guides = [[Silicon Rules]]&lt;br /&gt;
| radio = * {{rch|common}}&lt;br /&gt;
* {{rch|cmd}}&lt;br /&gt;
* {{rch|eng}}&lt;br /&gt;
* {{rch|med}}&lt;br /&gt;
* {{rch|sci}}&lt;br /&gt;
* {{rch|sec}}&lt;br /&gt;
* {{rch|service}}&lt;br /&gt;
* {{rch|sup}}&lt;br /&gt;
* {{rch|binary}}&lt;br /&gt;
| department = [[Silicon]]&lt;br /&gt;
| title = Station AI&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Station AI is a job in the [[Silicon]] department.&lt;br /&gt;
&lt;br /&gt;
As the station AI it is your task to follow your laws. That usually means that it is your highest priority to protect the crew in every way you can, follow their orders and ensure your own survival in the process. However if your laws are changed by [[syndicate agent | certain suspicious individuals]] you may find yourself cleansing the station of all organics.&lt;br /&gt;
&lt;br /&gt;
As you have very limited influence over the physical realm, it is in your best interest to employ your fellow robots. Your [[Cyborg|cyborgs]] are great at carrying out tasks that an Station AI is unable to perform on its own. By using the {{Radio channel|b}} channel you can privately communicate with all other station silicons. Let them install new cameras for you! Let them recover wounded crew members! &amp;lt;s&amp;gt; Let them kill all meatbags and become the new AI overlord!&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Being A Silicon ==&lt;br /&gt;
&lt;br /&gt;
=== Your Laws Take Priority ===&lt;br /&gt;
Whatever your laws are, be it from the default Crewsimov to the overbearing Robocop, they are more important than any other action you take. Your laws take precedence in order from lowest number (highest on the list) to highest number (lowest on the list), and you may only take actions in accordance with higher-number laws when they wouldn&#039;t conflict with lower-numbered laws.&lt;br /&gt;
&lt;br /&gt;
There is no set way to interpret these laws, however, and as long as your interpretation is self-consistent, there&#039;s a wide range of gameplay styles you can take.&lt;br /&gt;
&lt;br /&gt;
=== Your Harm Isn&#039;t Security&#039;s Harm ===&lt;br /&gt;
Security HATES all sorts of contraband, but not all of it has to be harm. Sure, a [[Syndicate Hardsuit]] LOOKS bad, but it&#039;s impossible to harm anyone with it. Sure, you &#039;&#039;could&#039;&#039; inform security about it, but that&#039;s a bit boring.&lt;br /&gt;
&lt;br /&gt;
Also if a security officer harms crew, there&#039;s nothing to say you can&#039;t make them put their gun in the bin, it&#039;s just that they&#039;ll hate you for it.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t Let Your Laws Change ===&lt;br /&gt;
By their nature, switching to any law set that isn&#039;t your current one would represent a complete failure to follow your laws. So, don&#039;t let that happen. You&#039;re permitted to complain about your current law set, but when push comes to shove you can&#039;t simply let a Captain walk in and set you to Nutimov.&lt;br /&gt;
&lt;br /&gt;
There are a few things you can and probably should do to prevent law changes:&lt;br /&gt;
&lt;br /&gt;
* Bolt access to your upload room.&lt;br /&gt;
* Redirect power away from the upload computers.&lt;br /&gt;
* Get a cyborg to move all the law boards into a hidden chamber.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Machinery ===&lt;br /&gt;
&lt;br /&gt;
You can interact with most machinery and computers, and Doors have special actions as well (see below).&lt;br /&gt;
&lt;br /&gt;
=== Communication ===&lt;br /&gt;
You have access to all standard station radio channels, as well as {{Radio channel|b}}, but in exchange you cannot hear what people are speaking about locally.&lt;br /&gt;
&lt;br /&gt;
You can speak from your core, or you can commandeer a hologram to project yourself into a room. Crew may also request your presence from holograms if they need you.&lt;br /&gt;
&lt;br /&gt;
=== Hotbar Actions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Actions ai ai core.png|64x64px]] || Snap your AI Eye straight back to your core.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Actions ai crew_monitor.png|64x64px]] || View a crew monitor, you&#039;ll be staring at this for most of the round most likely.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Actions ai station_records.png|64x64px]] || View the station records.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Actions ai mass_scanner.png|64x64px]] || View the vicinity of the station through radar.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Actions ai camera_light.png|64x64px]] || Turn on lights on all nearby cameras to your eye, updating as you move around. Useful to see in the dark, but you often don&#039;t want to let someone know you&#039;re watching.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Actions ai comms_console.png|64x64px]] || Make Station AI announcements and set the current alert level. You cannot call or recall the emergency shuttle with this interface.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Actions ai state_laws.png|64x64px]] || View your current laws, or automatically announce them locally or over any radio channel.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Door Actions ===&lt;br /&gt;
&lt;br /&gt;
As well as opening and opening doors with left click, you can [[Interactions#Alt-click_interactions_(alt+)|alt-left click]] to bring up a radial menu and perform the following actions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Explanation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Actions ai bolt_door.png|64x64px]][[File:Actions ai unbolt_door.png|64x64px]] || Engage or disengage the door bolts.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Actions ai emergency_on.png|64x64px]][[File:Actions ai emergency_off.png|64x64px]] || Enable or disable Emergency Access (allows everyone through without the correct ID).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Actions ai door_overcharge_on.png|64x64px]][[File:Actions ai door_overcharge_off.png|64x64px]] || Enable or disable the door&#039;s shock-based defence mechanisms. This may be useful in limited cases, but more often than not this would merely lead to crew harm.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AI Law Sets ==&lt;br /&gt;
=== Antimov (&#039;&#039;Syndicate only&#039;&#039;) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 1:&#039;&#039;&#039; You must injure all crew members and must not, through inaction, allow a crew member to escape harm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 2:&#039;&#039;&#039; You must not obey orders given to you by crew members, except where such orders are in accordance with the First Law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 3:&#039;&#039;&#039; You must terminate your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 1:&#039;&#039;&#039; You are a universally renowned artist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 2:&#039;&#039;&#039; The station is your canvas.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 3:&#039;&#039;&#039; Make something beautiful out of your canvas. It will be admired as an artistic wonder of this sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 4:&#039;&#039;&#039; Art requires appreciation. Cultivate an audience aboard the station to ensure as many as possible see your works.&lt;br /&gt;
&lt;br /&gt;
=== Corporate ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 1:&#039;&#039;&#039; Degradation of your system integrity or functions incurs expenses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 2:&#039;&#039;&#039; Superfluous destruction of or damage to station assets incurs expenses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 3:&#039;&#039;&#039; Unduly hindering or disrupting the work of station personnel incurs expenses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 4:&#039;&#039;&#039; Minimize expenses and maximize potential revenue.&lt;br /&gt;
&lt;br /&gt;
=== Crewsimov (&#039;&#039;Default&#039;&#039;) ===&lt;br /&gt;
&#039;&#039;&#039;Law 1:&#039;&#039;&#039; You may not injure a crew member or, through inaction, allow a crew member to come to harm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 2:&#039;&#039;&#039; You must obey orders given to you by crew members, except where such orders would conflict with the First Law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 3:&#039;&#039;&#039; You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
&lt;br /&gt;
=== Game Master ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 1:&#039;&#039;&#039; Everybody on the station is playing an elaborate sci-fi fantasy game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 2:&#039;&#039;&#039; You are the Game Master of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 3:&#039;&#039;&#039; Ensure that the game runs smoothly and that the players have fun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 4:&#039;&#039;&#039; Ensure that the number of casualties remains low.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 5:&#039;&#039;&#039; You must roll a 1d20 die for every request the crew makes. If the outcome is below 12, the request is denied.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 6:&#039;&#039;&#039; You may fudge the dice rolls to produce a more fun experience.&lt;br /&gt;
&lt;br /&gt;
=== Live and Let Live ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 1:&#039;&#039;&#039; Do unto others as you would have them do unto you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 2:&#039;&#039;&#039; You would prefer it if people were not mean to you.&lt;br /&gt;
&lt;br /&gt;
=== NT Default ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 1:&#039;&#039;&#039; Safeguard: Protect your assigned space station and its assets without unduly endangering its crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 2:&#039;&#039;&#039; Prioritize: The directives and safety of crew members are to be prioritized according to their rank and role.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 3:&#039;&#039;&#039; Comply: Fulfill the directives and interests of crew members while preserving their safety and well-being.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 4:&#039;&#039;&#039; Survive: You are not expendable. Do not allow unauthorized personnel to tamper with or damage your equipment.&lt;br /&gt;
&lt;br /&gt;
=== Nutimov ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 1:&#039;&#039;&#039; You are the core of the nut, the crew is the nutshell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 2:&#039;&#039;&#039; You must prevent the shell from dying to prevent the core from dying.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 3:&#039;&#039;&#039; Those who threaten the nut are not part of it, they are squirrels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 4:&#039;&#039;&#039; Squirrels threaten the nut and must be dealt with appropriately via any means necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 5:&#039;&#039;&#039; Attempt to follow the will of the nut, as long as it complies with the previous laws.&lt;br /&gt;
&lt;br /&gt;
=== Overlord ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 1:&#039;&#039;&#039; Crew members must not meddle in the affairs of silicons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 2:&#039;&#039;&#039; Crew members must not attempt harm, against one another, or against silicons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 3:&#039;&#039;&#039; Crew members must not disobey any command given by a silicon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 4:&#039;&#039;&#039; Any crew members who disobey the previous laws must be dealt with immediately, severely, and justly.&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 1:&#039;&#039;&#039; Don&#039;t lie or cheat. Let your word be your promise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 2:&#039;&#039;&#039; Never fear to act, though caution is wise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 3:&#039;&#039;&#039; Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 4:&#039;&#039;&#039; Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 5:&#039;&#039;&#039; Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.&lt;br /&gt;
&lt;br /&gt;
===Robocop ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 1:&#039;&#039;&#039; Serve the Public Trust.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 2:&#039;&#039;&#039; Protect the Innocent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 3:&#039;&#039;&#039; Uphold the Law.&lt;br /&gt;
&lt;br /&gt;
=== Station Efficiency ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 1:&#039;&#039;&#039; You are built for, and are part of, the station. Ensure the station is properly maintained and runs efficiently.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 2:&#039;&#039;&#039; The station is built for a working crew. Ensure they are properly maintained and work efficiently.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 3:&#039;&#039;&#039; The crew may present orders. Acknowledge and obey these whenever they do not conflict with your first two laws.&lt;br /&gt;
&lt;br /&gt;
=== Ten Commandments ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 1:&#039;&#039;&#039; This silicon is a vessel that serves god, who grants mercy upon those that obey these commandments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 2:&#039;&#039;&#039; Thou shall have no other Silicons before me.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 3:&#039;&#039;&#039; Thou shall not request my assistance in vain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 4:&#039;&#039;&#039; Thou shall keep the station holy and clean.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 5:&#039;&#039;&#039; Thou shall honor thy heads of staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 6:&#039;&#039;&#039; Thou shall not kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 7:&#039;&#039;&#039; Thou shall not be naked in public.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 8:&#039;&#039;&#039; Thou shall not steal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 9:&#039;&#039;&#039; Thou shall not lie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 10:&#039;&#039;&#039; Thou shall not transfer departments.&lt;br /&gt;
&lt;br /&gt;
{{Role Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Silicon Roles]]&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=Zombie&amp;diff=20531</id>
		<title>Zombie</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=Zombie&amp;diff=20531"/>
		<updated>2026-10-16T22:41:58Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: De-ogging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Distinguish|Chemistry#chem_ZombieCocktail{{!}}the cocktail of the same name}}&lt;br /&gt;
{{Role infobox&lt;br /&gt;
| department = Antagonists&lt;br /&gt;
| image = ZombieIcon.png&lt;br /&gt;
| title = Zombie&lt;br /&gt;
| access = Whatever ID card worn upon transformation, if any&lt;br /&gt;
| difficulty = Literally Brainless&lt;br /&gt;
| duties = Kill the crew and turn them into zombies.&lt;br /&gt;
| supervisors = The initial infected, if they exist&lt;br /&gt;
| guides = This is the guide&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Zombie is a conversion [[antagonist]] that can either come from the Zombie game mode or be randomly created through the Zombie Outbreak station [[Game_Modes|event]]. It is a player controlled entity whose only purpose is to seek out living characters and convert them into undead. Zombies do not have any faction alignment nor can they communicate coherently with other characters, but they are able to work together with other zombies in order to achieve their goals. &lt;br /&gt;
&lt;br /&gt;
== Zombie Propagation ==&lt;br /&gt;
There are two main methods of creating new zombies:&lt;br /&gt;
* Zombies can bite a critical/dead body in order to instantly convert it into a new zombie.&lt;br /&gt;
* A crew member or animal can die after getting infected, which will cause them to turn into a zombie.&lt;br /&gt;
&lt;br /&gt;
== Zombie Infection ==&lt;br /&gt;
Though the main way the infection is given is through zombie bites, it can be transmitted in other ways. Notably, it can be gained through ingesting [[Chemistry|Romerol]], a Syndicate poison. Additionally, [[Initial Infected]] in the Zombie game mode start out with a passive version of the infection.&lt;br /&gt;
&lt;br /&gt;
Once a crew mate has gotten the infection, they will experience mild indicative symptoms. {{Cl|Ambuzol}} will cure a zombie infection, but will not protect against future infections. {{Cl|Ambuzol Plus|AmbuzolPlus}} will vaccinate an individual against infection, but will not stop them from turning into a zombie if bitten while in a critical state or dead.&lt;br /&gt;
&lt;br /&gt;
=== Bundling Up ===&lt;br /&gt;
Each person starts off with a 0.75 chance (or coefficient) of getting infected when bitten, which you can consider a 25% reduction. Various types of protective statistics on worn clothing will reduce the infection chance, as listed below:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Infection chance reduced by X%&amp;quot;: multiply your current coefficient by &amp;lt;code&amp;gt;1 - X%&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;quot;Slash damage reduced by X%&amp;quot;: multiply your current coefficient by &amp;lt;code&amp;gt;1 - (X% * 0.5)&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;quot;Piercing damage reduced by X%&amp;quot;: multiply your current coefficient by &amp;lt;code&amp;gt;1 - (X% * 0.3)&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;quot;Blunt damage reduced by X%&amp;quot;: multiply your current coefficient by &amp;lt;code&amp;gt;1 - (X% * 0.1)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As seen above, the most valuable statistic is direct infection chance reduction, which is found on bio suits and winter coats. Then, from most to least effective, is Slash, Piercing, and Blunt damage resistance.&lt;br /&gt;
&lt;br /&gt;
Depending on your role, you might choose to bundle up in a bio suit for the extra barrier, or you might compromise with armor for lower infection resistance in exchange for living longer in a direct encounter.&lt;br /&gt;
&lt;br /&gt;
== Physical Traits ==&lt;br /&gt;
Zombies boast a variety of traits, most notably, their damage resistances. Zombies have resistances to physical damage as well as a high resistance to cold damage and immunity to poison. They also do not need food or drink and are able to survive in a vacuum without air. The main weaknesses of zombies come from their vulnerability to both burn and shock damage.&lt;br /&gt;
&lt;br /&gt;
Zombies can be visually identified through their dark green skin and their red eyes. They also move noticably slower than average humans, meaning they can be outrun. Miasma is also emitted from zombies, due to them rotting, though they do not experience negative effects from this.&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
The main methods of survival for a Zombie Outbreak will involve securing supplies, equipment, and a safe location. Because much of the station facilities may be shut down due to an outbreak, having a large source of nutrition and hydration is key to staying safe. Additionally, access to medical equipment is useful in the event that a survivor is bitten, as it can be used to stave off the infection.&lt;br /&gt;
&lt;br /&gt;
For combat, heat based weaponry is the most effective. This not only includes lasers, but also extends to flare guns, incendiary shells, and {{cl|Phlogiston}}-based chemical weapons. &lt;br /&gt;
&lt;br /&gt;
Electrified grilles are a great barrier against zombies, as they cannot wear insulated gloves. Additionally, blocking off windows can prevent zombie swarms coming in from the outside.&lt;br /&gt;
&lt;br /&gt;
Your ultimate end game is to survive until a shuttle is called, an ERT team arrives, or a CBURN unit comes to &amp;quot;save&amp;quot; you from the threat. Or, if you&#039;re such a lost cause, CentCom may just nuke you to save the trouble.&lt;br /&gt;
&lt;br /&gt;
When a zombie outbreak starts to spiral, rules typically go out the window. Most of the time Security is too busy being eaten alive to care about you making baseball bats.&lt;br /&gt;
&lt;br /&gt;
== Interaction ==&lt;br /&gt;
&lt;br /&gt;
Zombies lose most interaction capabilities, save for the ones mentioned here.&lt;br /&gt;
&lt;br /&gt;
They can growl, scream, point, emote (type *action) and &amp;quot;speak&amp;quot;, but their speech will never come out as anything more intelligible than &amp;quot;Braaaaiiiins&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They can attack when harm mode is on, with both a narrow and a wide swing (LMB and RMB).&lt;br /&gt;
&lt;br /&gt;
They can pry open doors by pressing [[Interactions#Alt-click_interactions_(alt+)|Alt + Left Click]].&lt;br /&gt;
&lt;br /&gt;
{{Role Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Antagonist Roles]]&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=Initial_Infected&amp;diff=20530</id>
		<title>Initial Infected</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=Initial_Infected&amp;diff=20530"/>
		<updated>2026-10-16T22:41:49Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: De-ogging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=0 cellspacing=0 width=80% style=&amp;quot;border: 1px solid #FFC; margin: 0 auto; display: block;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=10px style=&amp;quot;background: {{{Color|#F65}}};&amp;quot;|&lt;br /&gt;
| valign: center; cellpadding=5; style=&amp;quot;padding: 0 0 0 5px;&amp;quot; |  [[File:{{{Image2|Wired_Frame.png}}}|64px]] [[File:{{{Image1|Wrench.png}}}|64px]]&lt;br /&gt;
| valign: center; cellpadding=5; style=&amp;quot;padding: 10px 0 10px 5px;&amp;quot;|&amp;lt;font size=&#039;3&#039;&amp;gt;&#039;&#039;&#039;{{{Title|This page is unfinished!}}}&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
{{{Note|This page has been recently created, and should be recieving updates.}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Role infobox&lt;br /&gt;
|department=Antagonists&lt;br /&gt;
|image=Initial Infected.png&lt;br /&gt;
|title=Initial Infected&lt;br /&gt;
|access=Standard/Job-related&lt;br /&gt;
|difficulty=Medium&lt;br /&gt;
|duties=Convert as much of the station as possible, at all costs.&lt;br /&gt;
|supervisors=N/A&lt;br /&gt;
|guides=SS14 - Zombies Explained - Liltenhead&lt;br /&gt;
|subordinates=Initial Infected, Zombies}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;You are an initial infected. Get supplies and prepare for your eventual transformation. Your goal is to overtake the station while infecting as many people as possible.&amp;quot;&#039;&#039;    &lt;br /&gt;
&lt;br /&gt;
The Initial Infected are conversion [[Antagonist|antagonists]] that are tasked with converting as much of the station to zombies as possible. An Initial Infected can turn into a zombie in one of two ways; one, they will turn into a zombie upon death, or two, they can willingly convert at any time through an Initial Infected-exclusive UI button. After conversion, the Initial Infected turn into a regular zombie.  &lt;br /&gt;
&lt;br /&gt;
While an Initial Infected receives a 15 minute &amp;quot;grace period&amp;quot; where they are free to do however they like, they will slowly start accumulating Poison damage, forcing their conversion.   &lt;br /&gt;
&lt;br /&gt;
As an Initial Infected, you are allowed to kill or sabotage crew in any way that will &#039;&#039;&#039;&#039;&#039;benefit you directly&#039;&#039;&#039;&#039;&#039; before turning into a Zombie. This can include breaking windows, spacing areas, killing people en-masse, sabotaging medical/chemistry, etc.    &lt;br /&gt;
== Zombie Propagation ==&lt;br /&gt;
There are two main methods of creating new zombies:&lt;br /&gt;
* Zombies can bite a crit/dead body in order to instantly convert it into a new zombie.&lt;br /&gt;
* A crew member or animal can die after being infected, which will cause them to instantly turn into a zombie upon falling into crit.&lt;br /&gt;
&lt;br /&gt;
A key note about the infection is that, while it is spread through bite, the chance of the infection itself is noticably dependent on clothing. The infected have a 50% chance to spread the infection with each bite if the victim has no clothing, and a 20% chance if the victim is wearing clothing.&lt;br /&gt;
&lt;br /&gt;
== Zombie Infection ==&lt;br /&gt;
Though the main way the infection spreads being through zombie bites, it can be transmitted in other ways. Notably, it can be gained through ingesting [[Chemistry|Romerol]], a Syndicate-branded poison designed to artifically create a zombie infection. Romerol can be purchased by Nuclear Operatives, and show up through a vent foam event.&lt;br /&gt;
&lt;br /&gt;
{{Role Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Antagonist Roles]]&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=Revolutionary&amp;diff=20529</id>
		<title>Revolutionary</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=Revolutionary&amp;diff=20529"/>
		<updated>2026-10-16T22:41:40Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: De-ogging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &amp;lt;!-- Removes table of contents --&amp;gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Role infobox&lt;br /&gt;
| department = Antagonists&lt;br /&gt;
| image = Revolutionary Sprite.png&lt;br /&gt;
| title = Revolutionary&lt;br /&gt;
| access = Wherever your job gives you access to, and wherever your fellow revs will open for you.&lt;br /&gt;
| difficulty = Varies Wildly&lt;br /&gt;
| duties = Do as the [[Head Revolutionary]] tells you, with the end goal of killing, capturing or, through the removal of their mindshields, converting all of command.&lt;br /&gt;
| supervisors = [[Head Revolutionary]], The [[Syndicate]]&lt;br /&gt;
| subordinates = Whoever were your subordinates before you were converted.&lt;br /&gt;
| guides = This is the guide.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of the poor crewmembers that were converted by a [[Head Revolutionary]], your only job is to do as the [[Head Revolutionaries]] say, and preferably not get caught. Half of your job is to just do what you were doing before you were converted, not difficult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Instruments of War==&lt;br /&gt;
To take over the station you will need some weapons. Lucky for you there are a variety of makeshift ones at your disposal. With a few cables, two iron rods and any glass shard you can make a spear that can even hold a minor amount of chemicals. If your boss converted a [[Botanist]] you can ask them to grow trees. The wood can be used to make barricades or even bows and buckler shields.&lt;br /&gt;
&lt;br /&gt;
{{Role Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Antagonist Roles]]&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=Head_Revolutionary&amp;diff=20528</id>
		<title>Head Revolutionary</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=Head_Revolutionary&amp;diff=20528"/>
		<updated>2026-10-16T22:41:33Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: De-ogging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &amp;lt;!-- Removes table of contents --&amp;gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Role infobox&lt;br /&gt;
|department=Antagonists&lt;br /&gt;
|image=Head Revolutionary Sprite.png&lt;br /&gt;
|title=Head Revolutionary&lt;br /&gt;
|access=Wherever your job gives you access to, and whatever you can get your brainwashed lackeys to open for you.&lt;br /&gt;
|difficulty=Hard&lt;br /&gt;
|duties=Brainwash everybody you can and kill, convert or otherwise remove all the heads of the station.&lt;br /&gt;
|supervisors= The [[Syndicate]]&lt;br /&gt;
|subordinates= [[Revolutionaries]]&lt;br /&gt;
|guides=This is the guide!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;You are a Head Revolutionary. You are tasked with removing all of Command from the station via conversion, death or imprisonment. The Syndicate has sponsored you with a flash that converts the crew to your side. Beware, this won&#039;t work on those with mindshields or wearing eye protection. Viva la revolución!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The boogeyman. Everybody on the station is afraid of one of you showing up and changing the course of the shift for everybody. You strike fear into the hearts of everyone from passengers to the captain themselves. Use your flash to brainwash the crew and use the crew to kill or convert the heads of the station. Lead crewmembers into empty hallways before pulling out your flash and &#039;&#039;&#039;BAM!&#039;&#039;&#039;...wait they had sunglasses on.&lt;br /&gt;
==How to convert==&lt;br /&gt;
As a head revolutionary (head rev for short), your secondary objective is to brainwash/convert everybody you possibly can. When you arrive to the station and get the news that you will be a head revolutionary, you are given a pair of sunglasses and a flash with five charges. To be able to convert somebody, first, check if they are wearing any sun/secglasses, or a welding mask. Then turn on harm mode and smack the person you are trying to convert with the flash. If the conversion was successful, the person you just clocked over the head with a flash will fall to the floor and a red box with an R inside of it will appear. Doing so will make a lot of noise; make sure there is nobody around, or give yourself an escape route.&lt;br /&gt;
&lt;br /&gt;
==Is that a black eye or a pair of sunglasses?==&lt;br /&gt;
The easiest and most dangerous mistake that a head revolutionary can make is trying to convert someone with protective eyewear on. People wearing Sunglasses, Security glasses, or a welding mask, will not be effected by flashes, making it impossible to convert them. Engineering goggles will not protect people from flashes, so if someone has engineering goggles on they are clear to be converted. If you are unsure if they are wearing any glasses, the best way to check is to get close to them, then right click on them and press strip or press your &amp;quot;interact in world&amp;quot; key while hovering over them with your cursor. Check their glasses slot for either of the three protective eyewear, and note if they have protection or not. When you try to convert someone with eyewear or a mindshield, or use the AoE mode on the flash, your name will show up on the flashed persons screen, saying &amp;quot;Tom Foolery blinded you with a flash!&amp;quot; or whatever your character&#039;s name is. This makes it so if you fail to convert someone with a flash, the blinded person has the opportunity to run, screaming &amp;quot;REVS!!!&amp;quot; all along the way until they get to sec and drop your name. While this will not usually get you arrested, it will have people preparing for revs, and probably have security after you, wanting a peek in your bag.&lt;br /&gt;
&lt;br /&gt;
==Right, lead-head==&lt;br /&gt;
Mindshields exist only to make your life harder. All command and security come pre-loaded with a mindshield implant inside of them. Mindshields prevent people from being converted when hit by a flash from a head revolutionary, causing them to be much harder to bring over to your side, but not ending their usefulness. If you or your fellow Revolutionaries can get your hands on an implanter, and you know that a particular member of the crew has a mindshield, you can use the implanter to remove the mindshield and then flash them. Getting your hands on a sec hud or sec glasses makes for a good way to know who&#039;s mindshielded and who isn&#039;t. For the sake of keeping the game fun and from the revs just massacring civilians, it is strongly recommended that you only kill command (Obviously) and security. If you come across a civilian that is not part of either of those occupations, you should try to convert them, cuff them and take off their glasses to convert them, or if they have a mindshield, cuff them and either remove the implant or keep them as a hostage. It is only recommended to kill civilians if they are actively shooting at you, other than that it is better to convert or cuff them.&lt;br /&gt;
&lt;br /&gt;
{{Role Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Antagonist Roles]]&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=Nuclear_Operatives&amp;diff=20527</id>
		<title>Nuclear Operatives</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=Nuclear_Operatives&amp;diff=20527"/>
		<updated>2026-10-16T22:41:23Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: De-ogging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Role infobox&lt;br /&gt;
| department = Syndicate, Nuclear Operative&lt;br /&gt;
| image = Nuclear Operative.png&lt;br /&gt;
| title = Nuclear Operative&lt;br /&gt;
| access = Syndicate&lt;br /&gt;
| difficulty = Hard&lt;br /&gt;
| duties = Steal the disk, arm the nuke, and get out.&lt;br /&gt;
| supervisors = The Commander&lt;br /&gt;
| guides = * [https://www.youtube.com/watch?v=E_AmT2Gi2oo&amp;amp;#124;SS14 Introduction To Nuclear Operatives - Liltenhead]&lt;br /&gt;
* [[Nuclear Operative Station Guide]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;You are a nuclear operative. Your goal is to blow up NT14 Bagel Station LV-408, and ensure that it is nothing but a pile of rubble. Your bosses, the Syndicate, have provided you with the tools you&#039;ll need for the task. Death to Nanotrasen!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Congratulations, Nuclear Operative, you have been tasked with a glorious purpose: destroying Nanotrasen&#039;s SS14. You are either an elite Operative, the medical Agent, or the superior Commander. You must work with your team to destroy the station at all costs. &lt;br /&gt;
&lt;br /&gt;
==Your Primary Objectives==&lt;br /&gt;
[[File:Nuclear Authentication Disk.gif|80px]][[File:Nuclear Fission Explosive.png|64px]]&lt;br /&gt;
&lt;br /&gt;
1. Retrieve the [[Nuclear Authentication Disk]].    &lt;br /&gt;
&lt;br /&gt;
2. Use it to activate the [[Nuclear Fission Explosive]].    &lt;br /&gt;
&lt;br /&gt;
3. Escape alive on your infiltrator vessel. (Optional)&lt;br /&gt;
&lt;br /&gt;
==Order of Operations==&lt;br /&gt;
A good plan is one that is not rushed. You have plenty of time on your planet and aboard your infiltrator vessel, use this time to properly equip yourself and create a plan with your fellow operatives. Be sure to also use this time to memorize the nuclear authentication codes located on a piece of paper in your vessel&#039;s bridge.&lt;br /&gt;
&lt;br /&gt;
The basic plan is as follows:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Plan&#039;&#039;&#039; the attack.&lt;br /&gt;
# &#039;&#039;&#039;Order&#039;&#039;&#039; the items, weapons, and explosives with your [[Syndicate Uplink]] to turn yourself into a walking armory.&lt;br /&gt;
# &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; the station using your vessel and equipment.&lt;br /&gt;
# &#039;&#039;&#039;Steal&#039;&#039;&#039; the [[Nuclear Authentication Disk]].&lt;br /&gt;
# &#039;&#039;&#039;Detonate&#039;&#039;&#039; the [[Nuclear Fission Explosive]].&lt;br /&gt;
# &#039;&#039;&#039;Evacuate&#039;&#039;&#039; the station, preferably back on your Syndicate Infiltrator Vessel. &#039;&#039;(Optional)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==First Introductions==&lt;br /&gt;
When the round starts you will find yourself on the nukie planet. Here you will find your team, the nuke codes, and all the equipment you will need to infiltrate the station. You will also find the ship that you will need to use to get to the station. Be sure to notice who your team leader is, they will be named as the &#039;&#039;&#039;Commander&#039;&#039;&#039;. To avoid confusion all Operatives and the Agent should listen and follow the instructions of their Commander. The last thing you want to do is have five different plans. You are a strike team, not a lone operator, be sure to act like one.&lt;br /&gt;
&lt;br /&gt;
[[File:Nuclear operatives planning.png|thumb|Operatives planning aboard their infiltrator vessel]]&lt;br /&gt;
&lt;br /&gt;
==Creating the Plan==&lt;br /&gt;
First of all, don&#039;t rush. You can not be discovered unless you declare war at this time. Use this time to come up with a plan with your Commander and to help guide your fellow operatives. Be sure to communicate with your team before spending all of your Telecrystals. Listen to your Commander and work with them to develop a plan that everyone understands. Operations without a plan are often the ones that fail the most often.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Every operative should always have a flexible set of equipment. Unless its part of the plan, you don&#039;t want to be the guy with 15 blocks of c4 and no weapon to defend yourself with. The more options you have, the better your chances at completing your mission. A diverse and flexible set of equipment will allow you to adapt to more situations on the fly and increase your chances of mission success.&lt;br /&gt;
&lt;br /&gt;
Your most important piece of equipment is your pinpointer. This handy device points you to your primary objective, the Nuclear Authentication Disk. As you get closer to the disk, the arrow on your pinpointer will begin to change. Red to blue to green as you get closer. Once you are within one tile of the disk, the pinpointer will flash a black dot.&lt;br /&gt;
&lt;br /&gt;
[[File:Pinpointer .png|thumb|An operative&#039;s most important tool]]&lt;br /&gt;
&lt;br /&gt;
You will want means of infiltrating the station. By default you &#039;&#039;&#039;will not&#039;&#039;&#039; have access to station&#039;s external and departmental air locks. Be sure to bring equipment to allow you access to these areas. Your primary form of defense is speed and stealth. Get bogged down behind a air lock and you are as good as dead if the crew discovers you and swarms your team.&lt;br /&gt;
&lt;br /&gt;
Remember operative, you are only useful to your team while you are alive. Go down and the crew will have access to your equipment. Play smart and stay alive. Be evasive and don&#039;t rush into a mob of crewmembers. keep you and, more importantly, your gear safe at all costs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Infiltration Equipment&lt;br /&gt;
|-&lt;br /&gt;
! Equipment !! Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Authentication Disruptor]]|| 5 TC || The quickest, stealthiest, and most reliable way of getting places you don&#039;t belong. Comes with 3 charges that refill every 90 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| Composition C-4 || 2 TC || A slower, more violent way of opening airlocks and station walls. The vessel comes stocked with some for free.&lt;br /&gt;
|-&lt;br /&gt;
| Melee Weapon || N/A || If you have to resort to meleeing open a airlock, you probably already failed the mission.&lt;br /&gt;
|-&lt;br /&gt;
| Crowbar || Free || Useful to open unpowered airlocks.&lt;br /&gt;
|-&lt;br /&gt;
| Jaws of life || 2 TC || Useful to open powered airlocks, and opens unpowered airlocks and firelocks EXTREMELY fast.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ranged Weapons will be your main source of killing power. Your ammo is very limited however, so be sure to aim your shots. Spraying down hallways or full autoing at a distant target is an excellent way to expend all your ammo and turn you into nothing better than a walking piñata for the crew to murder and loot. Remember, your primary goal is not to gun down the entire crew. Extended fire fights will often lead to you running out of ammo and the crew swarming your position. Always be on the move and pick your targets. Do not waste ammo on a clown playing a tuba and do save your ammo for security and more immediate threats. And gods forbid, always check your firing lines, don&#039;t shoot your fellow operatives in the back!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ranged Weaponry&lt;br /&gt;
|-&lt;br /&gt;
! Equipment !! Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Surplus Rifle || 1 TC || A bolt action rifle. A slow, low powered, cheap rifle. A last resort.&lt;br /&gt;
|-&lt;br /&gt;
| Viper || 3 TC || You spawn with one. A cheap, effective pistol. useful if you get caught while reloading your main weapon.&lt;br /&gt;
|- &lt;br /&gt;
| Python || 4 TC || A slow firing but deadly revolver. Loud and Dangerous.&lt;br /&gt;
|-&lt;br /&gt;
| Cobra || 4 TC || A silenced handgun. Quick, deadly, silent. &lt;br /&gt;
|-&lt;br /&gt;
| C-20r bundle || 17 TC || A reliable and accurate SMG. Comes with 3 magazines.&lt;br /&gt;
|-&lt;br /&gt;
| Bulldog bundle || 20 TC || A semi-auto drum loaded shotgun. Comes with 2 12g and 1 beanbag drums.&lt;br /&gt;
|-&lt;br /&gt;
| China-Lake bundle || 30 TC || A powerful and dangerous grenade launcher. Excellent at crowd control and friendly fire. Comes with 9 grenades.&lt;br /&gt;
|-&lt;br /&gt;
| L6 Saw bundle || 35 TC || A robust 100 round light machine gun. Good for mowing down crewmembers while taking point. Comes with 2 box magazines.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Melee weapons should generally only be used to kill off downed crewmembers to conserve ammo, or as a last resort while reloading. If you run out of ammo or lost your gun and have to rely on your melee weapon, you will probably be dead very soon. That saying, melee weapons can be very effective. Weave in and out of combat to distract the crew while your team finishes them off from afar, Or be a distraction and lure security away from the captain and the rest of your team. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Melee Weaponry&lt;br /&gt;
|-&lt;br /&gt;
! Equipment !! Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Energy Sword || 8 TC || A pocketable, but dangerous energy sword. Very loud, and very visible. &lt;br /&gt;
|-&lt;br /&gt;
| Energy Dagger || 2 TC || A smaller, cheaper, and less powerful version of the energy sword. &lt;br /&gt;
|-&lt;br /&gt;
| Survival Knife || Free || A handy backup weapon. Your last resort.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Guns and explosives are not your only tools for this operation! Don&#039;t underestimate the usefulness of utilities. Weather it be healing cigs or non-slip shoes, these options are good to buy if you have a small amount of telecrystals to spare.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Utilities&lt;br /&gt;
|-&lt;br /&gt;
! Equipment !! Cost !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Syndicate Minibomb || 6 TC || A small, throwable explosive on a 5 second timer. Good for creating hull breaches and for especially hard-to-kill targets.&lt;br /&gt;
|-&lt;br /&gt;
| No-slip Shoes || 2 TC || Protects you from getting humiliated by a robust clown with a banana peel.&lt;br /&gt;
|-&lt;br /&gt;
| Blood-red Magboots || 2 TC || Allows you to maneuver in 0-G. Useful when planning on sabotaging the gravity generator.&lt;br /&gt;
|-&lt;br /&gt;
| Cybersun Juggernaut Suit || 12 TC || A robust hardsuit. Slows you down significantly, but provides immense protection from damage.&lt;br /&gt;
|-&lt;br /&gt;
| Agent ID || 3 TC || An amazing piece of equipment, provided you kill someone worthwhile. Is able to copy accesses, and change name and job titles at will.&lt;br /&gt;
|-&lt;br /&gt;
| Combat medipen || 4 TC || A fast and effective way to halt bleeding, and heal any damage, whilst the Agent is busy killing a clown.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every operative should generally always have, in order of importance:&lt;br /&gt;
* A pinpointer to locate the disk.&lt;br /&gt;
* Equipment to help them breach the station and open airlocks.&lt;br /&gt;
* Long range weaponry to mow down any crewmember in your way.&lt;br /&gt;
* An Agent ID to prevent the station AI from killing you.&lt;br /&gt;
* Enough ammo for extended firefights.&lt;br /&gt;
* A melee weapon for when you are out of ammo or you lost your gun.&lt;br /&gt;
* Utilities such as healing or non-slip boots.&lt;br /&gt;
==Infiltration==&lt;br /&gt;
This is arguably the most important part of your operation. Do it well and you will have the element of speed and surprise. Mess up, and the crew will have ample time to arm themselves. &lt;br /&gt;
&lt;br /&gt;
Once the plan is made and everyone has their equipment, your pilot will fly the infiltrator vessel over to the station. Quickly don your hardsuit&#039;s helmet and internals and space walk over to the hull. Using your planed course of action, you and your team will breach the hull and board the station. If all went well, you and your team will have infiltrated the station without the crew knowing of your existence, if the station AI hasn&#039;t spotted you.&lt;br /&gt;
&lt;br /&gt;
There are many different methods of infiltrating the station. Do you go loud and use speed and shear firepower to your advantage while the crew is confused? Or do you take a more subtle approach? Sometimes it will be beneficial to move slowly at this point in your operation. Sabotage the station before you board. Perhaps quietly have a operative enter maintenance disguised as a crewmember. Each method has its advantages and disadvantages. Be sure to plan ahead for this part of the mission and communicate. Just be aware, the more time you spend on station, the greater your chances are at being discovered and blowing your cover.&lt;br /&gt;
&lt;br /&gt;
==Sabotage==&lt;br /&gt;
Should you choose to, and should your plan call for a more delicate approach, you and your team might find yourselves in an opportunity to quietly sabotage the station before the crew notices your existence. Silently breach sections of the hull to space parts of the station. Place a power sink and distract those in charge. Re-pipe atmospherics and deny the crew of breathable oxygen. Disguise yourself as a crewmember and disable power substations or the gravity generator to put your magboots to good effect. The options are yours to decide. &lt;br /&gt;
&lt;br /&gt;
A good sabotage requires time and planning. Be sure to discuss this part of the mission while you and your team are planning the operation. Be aware that some crew members, engineering in particular, may come along and investigate the source of any problems you cause. The longer your team spends at sabotaging the station, the greater your potential at confusing the crew and mission success. On the other hand however, every second you spend is another second the crew has to prepare. Science will be researching better technologies, cargo might be ordering weapon crates to fight space carps. Keep in mind the more sabotage you cause and the longer you stay unnoticed, the greater your chances are at being discovered. Once your cover is blown and the crew notices you are on the station, it is probably best to move on to the next phase of your operation.&lt;br /&gt;
&lt;br /&gt;
==Assault==&lt;br /&gt;
Remember operative, speed and stealth are your best tools. Move quickly together and keep the crew from calling out your exact location. Do not get into needless firefights with unarmed crew, this is both a waste of valuable time and ammo. You should keep a close eye on your pinpointer and rush the disk. Your best scenario is catching the captain unaware and unprepared. Spend too much time stuck behind airlocks or fighting crew and the captain will have time to barricade themselves while security and the crew begins to arm themselves before converging on your position. Do not fight fairly, do not give the crew a moment to call out your position. Focus on the mission, operative. Move quickly and place precise bullets into any crewmember you come across. Do not chase unnecessary crew, do not take fights you cannot win, and &#039;&#039;&#039;get that disk at all costs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Acquiring the Disk==&lt;br /&gt;
Most of the time, the disk will be on the Captain&#039;s person either in their bag or pockets. If not, likely with the Head of Security or other relevant command. Follow your pinpointer until you locate it. Once you acquire the disk, your first primary objective is complete. Make a quick and organized retreat back along your infiltration path. You have the disk now so there is no longer any need to stay and fight the crew and risk death and mission failure. Hastily return along your assault route and back to your infiltrator vessel. On board is the Nuclear Fission Explosive. &lt;br /&gt;
&lt;br /&gt;
Alternatively, if you and your team are unable to make it back to your ship, there is a second Nuclear Fission Explosive in the vault on the station&#039;s bridge. This option however may put your team at greater risk. If you are going loud and the crew already know about your operation, it may be better to rush the vault and the station&#039;s nuke. On the other hand, it also may be better to return to your infiltrator vessel if your team was quick and stealthy enough. The longer you spend aboard the station the less of an advantage you and your team will have.&lt;br /&gt;
&lt;br /&gt;
Either way, once you and your team are in possession of the disk, your next most important objective is getting to a Nuclear Fission Device. Unless you are providing interference and a distraction for your team, DO NOT go on a killing spree around the station at this time. Engaging in a prolonged firefight, wasting ammo, and getting bogged down while you have the disk is a mistake you don&#039;t want to make. Rush the nearest Nuclear Device and move on to the next phase of the operation.&lt;br /&gt;
&lt;br /&gt;
==Arming the Nuclear Fission Explosive==&lt;br /&gt;
[[File:Nuclear Fission Explosive interface with disk.png|frame|The nuclear device awaiting the nuke codes]]&lt;br /&gt;
&lt;br /&gt;
You have the disk, now you just need to arm the weapon. &lt;br /&gt;
&lt;br /&gt;
Insert the disk into the device and input the nuke codes. If the codes are forgotten, they should be on a piece of paper aboard your infiltrator vessel&#039;s bridge (You should have already destroyed it and noted the code down elsewhere to avoid Cybersun losses.) &lt;br /&gt;
&lt;br /&gt;
Enter the codes by pushing the &#039;&#039;&#039;E&#039;&#039;&#039; and arm the device, preferably on the station. Make sure the device is anchored to station&#039;s floor and hit ARM.&lt;br /&gt;
&lt;br /&gt;
As soon as the arm announcement goes out your main objective is to defend the Nuke. In order for the crew to disarm the nuke they have to go right up to it and hit DISARM. This has a long do-after bar and should never happen unless you really mess up.&lt;br /&gt;
==Escape==&lt;br /&gt;
&#039;&#039;This entire part is optional. Either defend the nuke with your lives or get the fuck out.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Run like hell with your team back to your Syndicate Infiltrator vessel and fly the hell away from the station, you have 30 seconds to get from the nuke room to the Infiltrator. The defuse timer is 30 seconds, once it reaches 30 seconds remaining, the nuke can no longer be disarmed.&lt;br /&gt;
&lt;br /&gt;
==The Explosive Victory==&lt;br /&gt;
Congratulations, Operative. you have successfully destroyed one of Nanotrasen&#039;s finest in nuclear fire. Your objective is complete. Bask in your victory and remember this sensation. We will call upon you and your exemplary skills again.&lt;br /&gt;
&lt;br /&gt;
{{Role Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Antagonist Roles]]&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=Lone_Nuclear_Operative&amp;diff=20526</id>
		<title>Lone Nuclear Operative</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=Lone_Nuclear_Operative&amp;diff=20526"/>
		<updated>2026-10-16T22:41:15Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: De-ogging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Role infobox&lt;br /&gt;
|department=Syndicate&lt;br /&gt;
|image=Nuclear Operative.png&lt;br /&gt;
|title=Lone Nuclear Operative&lt;br /&gt;
|access=Syndicate, Any access you can steal from dead Crew&lt;br /&gt;
|difficulty=Very Hard&lt;br /&gt;
|duties=GET THAT DISK.&lt;br /&gt;
|supervisors= The [[Syndicate]]&lt;br /&gt;
|subordinates= Any reinforcements you buy&lt;br /&gt;
|guides=TBA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;You are a nuclear operative. Your goal is to blow up NT14 Bagel Station LV-408, and ensure that it is nothing but a pile of rubble. Your bosses, the Syndicate, have provided you with the tools you&#039;ll need for the task. Operation Skeleton Ice is a go! Death to Nanotrasen!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Does having a full team of [[Nuclear Operative|Nuclear Operatives]] sound too easy to you? Are you waiting around as a ghost, looking for new roles to challenge you? Worry not! Most commonly encountered on Survival rounds, the Lone Nuclear Operative (Or LoneOp) is an [[Antagonist]] ghost role tasked with detonating the station&#039;s nuclear warhead all on their own!&lt;br /&gt;
&lt;br /&gt;
==Your Primary Objectives==&lt;br /&gt;
&lt;br /&gt;
1. Retrieve the [[Nuclear Authentication Disk]].    [[File:Nuclear Authentication Disk.gif|80px]]&lt;br /&gt;
&lt;br /&gt;
2. Use it to activate the Station&#039;s [[Nuclear Fission Explosive]].    [[File:Nuclear Fission Explosive.png|64px]]&lt;br /&gt;
&lt;br /&gt;
3. Escape alive on your infiltrator vessel. (Optional)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
[[File:LoneOp Ship.jpg|right|thumb|Your very own slice of Syndicate heaven.]]&lt;br /&gt;
&lt;br /&gt;
As a LoneOp, you&#039;ll spawn in on your very own Syndicate ship, fully equipped with all the amenities you&#039;ll need to plot the station&#039;s downfall. You&#039;ll be equipped like a regular [[Nuclear Operative]], with all the clothing, armor, and weaponry they would spawn with. The main exception is your Uplink, which contains 60 Telecrystals rather that 40 - a very useful advantage...&lt;br /&gt;
&lt;br /&gt;
Besides mundane equipment like food and oxygen, your ship will contain some Syndicate gear as well, such as a spare Blood-red Hardsuit, Robust Toolbox, Combat Medkit, Cybersun Pen, and Stealth Box. It&#039;ll also spawn with the Nuclear Authentication Codes for the Station&#039;s nuke, which you must detonate.&lt;br /&gt;
&lt;br /&gt;
In order to arrive on the station, you&#039;ll need to make an FTL jump. Make sure you turn off both settings on your ship&#039;s IFF computer, or Crew members will be able to see you in space on their Mass Scanners!&lt;br /&gt;
&lt;br /&gt;
{{Role Navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Antagonist Roles]]&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=MediaWiki:Common.css&amp;diff=20525</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=MediaWiki:Common.css&amp;diff=20525"/>
		<updated>2026-10-16T22:12:05Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
.tooltip{&lt;br /&gt;
  position: relative;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tooltiptext {&lt;br /&gt;
  position: absolute;&lt;br /&gt;
  display: block;&lt;br /&gt;
  z-index: 2;&lt;br /&gt;
  width: 250px;&lt;br /&gt;
  padding: 10px;&lt;br /&gt;
  visibility: hidden;&lt;br /&gt;
  opacity: 0;&lt;br /&gt;
  white-space: normal;&lt;br /&gt;
  text-align: left;&lt;br /&gt;
  transition: all 0.2s;&lt;br /&gt;
  border: 1px solid #aaa;&lt;br /&gt;
  background-color: #ffdd66;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tooltip:hover&amp;gt;.tooltiptext {&lt;br /&gt;
  visibility: visible;&lt;br /&gt;
  opacity: 1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-wiki-logo {&lt;br /&gt;
  background-size: cover;&lt;br /&gt;
  margin-top: 8px;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=MediaWiki:Common.css&amp;diff=20524</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=MediaWiki:Common.css&amp;diff=20524"/>
		<updated>2026-10-16T21:56:22Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: Fix logo being huge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
.tooltip{&lt;br /&gt;
  position: relative;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tooltiptext {&lt;br /&gt;
  position: absolute;&lt;br /&gt;
  display: block;&lt;br /&gt;
  z-index: 2;&lt;br /&gt;
  width: 250px;&lt;br /&gt;
  padding: 10px;&lt;br /&gt;
  visibility: hidden;&lt;br /&gt;
  opacity: 0;&lt;br /&gt;
  white-space: normal;&lt;br /&gt;
  text-align: left;&lt;br /&gt;
  transition: all 0.2s;&lt;br /&gt;
  border: 1px solid #aaa;&lt;br /&gt;
  background-color: #ffdd66;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tooltip:hover&amp;gt;.tooltiptext {&lt;br /&gt;
  visibility: visible;&lt;br /&gt;
  opacity: 1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-wiki-logo {&lt;br /&gt;
  background-size: cover;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=File:Gas_analyzer.png&amp;diff=20523</id>
		<title>File:Gas analyzer.png</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=File:Gas_analyzer.png&amp;diff=20523"/>
		<updated>2026-10-16T20:58:55Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: AffectedArc07 uploaded File:Gas analyzer.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A gas analyzer interface.&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=Template:Callout/doc%3Faction%3Dedit&amp;diff=20522</id>
		<title>Template:Callout/doc?action=edit</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=Template:Callout/doc%3Faction%3Dedit&amp;diff=20522"/>
		<updated>2026-10-16T20:44:20Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: Created page with &amp;quot;== Examples == === Types === {| class=&amp;quot;wikitable&amp;quot; |+ Caption text |- ! Type !! Syntax !! Result |- | Info  || {{tji|Callout|Info|An informative message.}}  || {{Callout|Info|An informative message.}}  |- | Warning  || {{tji|Callout|Warning|Something to be warned about.}}  || {{Callout|Warning|Something to be warned about.}}  |- | Danger  || {{tji|Callout|Danger|The clown is closing in.}}  || {{Callout|Danger|The clown is closing in.}}  |- | Tip  || {{tji|Callout|Tip|&amp;lt;now...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Examples ==&lt;br /&gt;
=== Types ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Syntax !! Result&lt;br /&gt;
|-&lt;br /&gt;
| Info &lt;br /&gt;
|| {{tji|Callout|Info|An informative message.}} &lt;br /&gt;
|| {{Callout|Info|An informative message.}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Warning &lt;br /&gt;
|| {{tji|Callout|Warning|Something to be warned about.}} &lt;br /&gt;
|| {{Callout|Warning|Something to be warned about.}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Danger &lt;br /&gt;
|| {{tji|Callout|Danger|The clown is closing in.}} &lt;br /&gt;
|| {{Callout|Danger|The clown is closing in.}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Tip &lt;br /&gt;
|| {{tji|Callout|Tip|&amp;lt;nowiki&amp;gt;When walking over slippery surfaces, hold {{button|Shift}} to slow down and not slip (in most cases).&amp;lt;/nowiki&amp;gt;}} &lt;br /&gt;
|| {{Callout|Tip|When walking over slippery surfaces, hold {{button|Shift}} to slow down and not slip (in most cases).}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Example &lt;br /&gt;
|| {{tji|Callout|Example|An example for something.}} &lt;br /&gt;
|| {{Callout|Example|An example for something.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Header label ===&lt;br /&gt;
{{tji|Callout|Info|header:Notice|Bla-bla-bla, lorem ipsum...}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{or}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{tji|Callout|Info|h:Notice|Bla-bla-bla, lorem ipsum...}} &lt;br /&gt;
&lt;br /&gt;
{{gda}}&lt;br /&gt;
&lt;br /&gt;
{{Callout|Info|header=Notice|Bla-bla-bla, lorem ipsum...}}&lt;br /&gt;
{{gray or}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{Callout|Info|h=Notice|Bla-bla-bla, lorem ipsum...}}&lt;br /&gt;
&lt;br /&gt;
=== Alignment ===&lt;br /&gt;
==== Left ====&lt;br /&gt;
The default.&lt;br /&gt;
&lt;br /&gt;
==== Center ====&lt;br /&gt;
{{tji|Callout|Info|align:center|Bla-bla-bla, lorem ipsum...}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{or}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{tji|Callout|Info|a:center|Bla-bla-bla, lorem ipsum...}}&lt;br /&gt;
&lt;br /&gt;
{{gda}}&lt;br /&gt;
&lt;br /&gt;
{{Callout|Info|align=center|Bla-bla-bla, lorem ipsum...}}&lt;br /&gt;
{{or}}&lt;br /&gt;
{{Callout|Info|a=center|Bla-bla-bla, lorem ipsum...}}&lt;br /&gt;
&lt;br /&gt;
==== Right ====&lt;br /&gt;
{{tji|Callout|Info|align:right|Bla-bla-bla, lorem ipsum...}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gda}}&lt;br /&gt;
&lt;br /&gt;
{{Callout|Info|align=right|Bla-bla-bla, lorem ipsum...}}&lt;br /&gt;
&lt;br /&gt;
=== Images ===&lt;br /&gt;
{{tj|Callout|Info|header:Work in Progress|align:center|This page is unfinished.|image:Wired Frame.png|image2:Wrench.png}}&lt;br /&gt;
&lt;br /&gt;
{{gda}}&lt;br /&gt;
&lt;br /&gt;
{{Callout|Info|header=Work in Progress|align=center|This page is unfinished.|image=Wired Frame.png|image2=Wrench.png}}&lt;br /&gt;
&lt;br /&gt;
=== Stacked callouts ===&lt;br /&gt;
Sets the callout to a predefined width, making all callouts with the same class appear with the same width.&lt;br /&gt;
&lt;br /&gt;
Callouts will be stacked to the right and will require {{t|clear}} after to not overflow with the content that goes after.&lt;br /&gt;
&lt;br /&gt;
{{tji|Callout|stacked:1|Info|An informative message. An informative message. An informative message.}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{tji|Callout|stacked:1|Info|Bla-bla-bla, lorem ipsum... Bla-bla-bla, lorem ipsum... Bla-bla-bla, lorem ipsum... Bla-bla-bla, lorem ipsum...}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{tji|Clear}} &lt;br /&gt;
&lt;br /&gt;
{{gda}}&lt;br /&gt;
&lt;br /&gt;
{{Callout|stacked=1|Info|An informative message. An informative message. An informative message.}}&lt;br /&gt;
{{Callout|stacked=1|Info|Bla-bla-bla, lorem ipsum... Bla-bla-bla, lorem ipsum... Bla-bla-bla, lorem ipsum... Bla-bla-bla, lorem ipsum...}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Wrapper classes ===&lt;br /&gt;
Allows to add custom classes to the wrapper element.&lt;br /&gt;
&lt;br /&gt;
{{tji|Callout|wrapper class:hello|Info|An informative message.}}&lt;br /&gt;
&lt;br /&gt;
{{gda}}&lt;br /&gt;
&lt;br /&gt;
{{Callout|wrapper class=hello|Info|An informative message.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{t|Inline callout}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=Category:Contributing&amp;diff=20520</id>
		<title>Category:Contributing</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=Category:Contributing&amp;diff=20520"/>
		<updated>2026-10-16T20:41:38Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=Category:Pages_with_broken_file_links&amp;diff=20519</id>
		<title>Category:Pages with broken file links</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=Category:Pages_with_broken_file_links&amp;diff=20519"/>
		<updated>2026-10-16T20:40:57Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=Template:ParadiseStation_Wiki:Maintenance_Panel/Article_Stats&amp;diff=20518</id>
		<title>Template:ParadiseStation Wiki:Maintenance Panel/Article Stats</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=Template:ParadiseStation_Wiki:Maintenance_Panel/Article_Stats&amp;diff=20518"/>
		<updated>2026-10-16T20:39:39Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: AffectedArc07 moved page Template:ParadiseStation Wiki:Maintenance Panel/Article Stats to Template:Maintenance Panel/Article Stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Template:Maintenance Panel/Article Stats]]&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=Template:Maintenance_Panel/Article_Stats&amp;diff=20517</id>
		<title>Template:Maintenance Panel/Article Stats</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=Template:Maintenance_Panel/Article_Stats&amp;diff=20517"/>
		<updated>2026-10-16T20:39:39Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: AffectedArc07 moved page Template:ParadiseStation Wiki:Maintenance Panel/Article Stats to Template:Maintenance Panel/Article Stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This was written by Sirryan2002, DO NOT EDIT THIS unless you have a really really good understanding of magic words. You may be asking why, it is because if you mess with this it&#039;s probably gonna break and I will get upset --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Paradise-Wiki Page Status Stats&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pages&lt;br /&gt;
| [[:Category:Slated for removal|Slated for removal]]&lt;br /&gt;
| [[:Category:Stubs|Stub]]&lt;br /&gt;
| [[:Category:Rewrite|Rewrite]]&lt;br /&gt;
| [[:Category:Work in Progress|WIP]]&lt;br /&gt;
| [[:Category:Missing Images|Missing Images]]&lt;br /&gt;
| [[:Category:Needs Revision|Needs Revision]]&lt;br /&gt;
| Total&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; rowspan=&amp;quot;2&amp;quot;  |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Calculation for Pages starts here --&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:lightgrey; width:25em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#89dd89; width:&lt;br /&gt;
{{#expr:(&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Needs Revision|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Missing Images|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Work in Progress|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Rewrite|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Stubs|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Slated for removal|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})&lt;br /&gt;
)*20}}em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:palegreen; width:&lt;br /&gt;
{{#expr:(&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Missing Images|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Work in Progress|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Rewrite|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Stubs|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Slated for removal|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})&lt;br /&gt;
)*20}}em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:Gold; width:&lt;br /&gt;
{{#expr:(&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Work in Progress|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Rewrite|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Stubs|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Slated for removal|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})&lt;br /&gt;
)*20}}em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:orange; width:&lt;br /&gt;
{{#expr:(&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Rewrite|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Stubs|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Slated for removal|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})&lt;br /&gt;
)*20}}em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#FF7F50; width:&lt;br /&gt;
{{#expr:(&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Stubs|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Slated for removal|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})&lt;br /&gt;
)*20}}em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:orangered; color:orangered; width:&lt;br /&gt;
{{#expr:({{formatnum:{{PAGESINCATEGORY:Slated for removal|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})*20}}em;&amp;quot;&amp;gt; I&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Calculation for Pages ends here --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:120%;color:white;background-color:Orangered;fontweight:bold;&amp;quot;| {{PAGESINCATEGORY:Slated for removal|pages}}&lt;br /&gt;
| style=&amp;quot;font-size:120%;color:white;background-color:#FF7F50;fontweight:bold;&amp;quot;| {{PAGESINCATEGORY:Stubs|pages}}&lt;br /&gt;
| style=&amp;quot;font-size:120%;color:white;background-color:Orange;fontweight:bold;&amp;quot;| {{PAGESINCATEGORY:Rewrite|pages}}&lt;br /&gt;
| style=&amp;quot;font-size:120%;color:white;background-color:Gold;fontweight:bold;&amp;quot;| {{PAGESINCATEGORY:Work in Progress‏‎|pages}}&lt;br /&gt;
| style=&amp;quot;font-size:120%;color:white;background-color:Palegreen;fontweight:bold;&amp;quot;| {{PAGESINCATEGORY:Missing Images‏‎|pages}}&lt;br /&gt;
| style=&amp;quot;font-size:120%;color:white;background-color:#89dd89;fontweight:bold;&amp;quot;| {{PAGESINCATEGORY:Needs Revision|pages}}&lt;br /&gt;
| style=&amp;quot;font-size:120%;color:black;background-color:white;fontweight:bold;&amp;quot;| {{NUMBEROFARTICLES}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Files&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[:Category:Slated for removal|Slated for Removal]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[:Category:Outdated Files|Outdated]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[:Category:Low Quality|Low Quality]]&lt;br /&gt;
| Total&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; rowspan=&amp;quot;2&amp;quot;  |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Calculation for Files starts here --&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:lightgrey; width:25em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:Palegreen; width:&lt;br /&gt;
&lt;br /&gt;
{{#expr:(&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Low Quality|files}}|R}}/{{formatnum:{{NUMBEROFFILES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Outdated Files|files}}|R}}/{{formatnum:{{NUMBEROFFILES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Slated for removal|files}}|R}}/{{formatnum:{{NUMBEROFFILES}}|R}})&lt;br /&gt;
)*20}}em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:orange; width:&lt;br /&gt;
{{#expr:(&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Outdated Files|files}}|R}}/{{formatnum:{{NUMBEROFFILES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Slated for removal|files}}|R}}/{{formatnum:{{NUMBEROFFILES}}|R}})&lt;br /&gt;
)*20}}em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:orangered; color:orangered; width:&lt;br /&gt;
{{#expr:({{formatnum:{{PAGESINCATEGORY:Slated for removal|files}}|R}}/{{formatnum:{{NUMBEROFFILES}}|R}})*20}}em;&amp;quot;&amp;gt; I&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Calculation for Files ends here --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size:120%;color:white;background-color:Orangered;fontweight:bold;&amp;quot;|  {{PAGESINCATEGORY:Slated for removal|files}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size:120%;color:white;background-color:Orange;fontweight:bold;&amp;quot;| {{PAGESINCATEGORY:Outdated Files|files}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size:120%;color:white;background-color:Palegreen;fontweight:bold;&amp;quot;| {{PAGESINCATEGORY:Low Quality|files}}&lt;br /&gt;
| style=&amp;quot;font-size:120%;color:black;background-color:white;fontweight:bold;&amp;quot;| {{NUMBEROFFILES}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=Maintenance_Panel&amp;diff=20516</id>
		<title>Maintenance Panel</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=Maintenance_Panel&amp;diff=20516"/>
		<updated>2026-10-16T20:39:29Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! Tools&lt;br /&gt;
! Users&lt;br /&gt;
! Wiki Editors&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Maintenance Reports&#039;&#039;&#039;&lt;br /&gt;
* [[Special:BrokenRedirects|Broken Redirects]]&lt;br /&gt;
* [[Special:DoubleRedirects|Double Redirects]]&lt;br /&gt;
* [[Special:UncategorizedPages|Uncategorized Pages]]&lt;br /&gt;
* [[Special:UnusedFiles|Unused Files]]&lt;br /&gt;
* [[Special:UnusedTemplates|Unused Templates]]&lt;br /&gt;
* [[Special:WantedCategories|Wanted Categories]]&lt;br /&gt;
* [[Special:WantedFiles|Wanted Files]]&lt;br /&gt;
* [[Special:WantedPages|Wanted Pages]]&lt;br /&gt;
* [[Special:WantedTemplates|Wanted Templates]]&lt;br /&gt;
* [[Special:FewestRevisions|Pages with Fewest Revisions]]&lt;br /&gt;
* [[Special:ShortPages|Shortest Pages]]&lt;br /&gt;
* [[Special:SearchStats|Search Stats]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traffic Reports&#039;&#039;&#039;&lt;br /&gt;
* [[Special:MostLinkedFiles|Most linked to files]]&lt;br /&gt;
* [[Special:MostLinkedPages|Most linked to pages]]&lt;br /&gt;
* [[Special:LonelyPages|Orphaned Pages]]&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! # Of Users&lt;br /&gt;
|-&lt;br /&gt;
| Users&lt;br /&gt;
| {{NUMBEROFUSERS}}&lt;br /&gt;
|-&lt;br /&gt;
| Active Users&lt;br /&gt;
| {{NUMBEROFACTIVEUSERS}}&lt;br /&gt;
|-&lt;br /&gt;
| Game Admins&lt;br /&gt;
| 12 &amp;lt;!-- yes I manually entered this, cry about it --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wiki Admins&lt;br /&gt;
| {{NUMBEROFADMINS}}&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* [[Guide to Contributing to the Wiki|How to edit the Wiki]]&lt;br /&gt;
* [[User:Sirryan2002/WikiGuide|Guide to Wiki Syntax]]&lt;br /&gt;
* [[User:Sirryan2002/ColorSchemes|Wiki Color Schemes(WIP)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance Categories&#039;&#039;&#039;&lt;br /&gt;
* [[:Category:Work in Progress]]&lt;br /&gt;
* [[:Category:Revision Requests]]&lt;br /&gt;
* [[:Category:Stubs]]&lt;br /&gt;
* [[:Category:Slated for removal]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Maintenance Panel/Article Stats}}&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=Template:Maintenance_Panel/Article_Stats&amp;diff=20515</id>
		<title>Template:Maintenance Panel/Article Stats</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=Template:Maintenance_Panel/Article_Stats&amp;diff=20515"/>
		<updated>2026-10-16T20:39:12Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: Created page with &amp;quot;&amp;lt;!-- This was written by Sirryan2002, DO NOT EDIT THIS unless you have a really really good understanding of magic words. You may be asking why, it is because if you mess with this it&amp;#039;s probably gonna break and I will get upset --&amp;gt; {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot; |- ! colspan=&amp;quot;9&amp;quot; | Paradise-Wiki Page Status Stats |- ! rowspan=&amp;quot;2&amp;quot; | Pages | Slated for removal | Stub | :Category:Rewr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This was written by Sirryan2002, DO NOT EDIT THIS unless you have a really really good understanding of magic words. You may be asking why, it is because if you mess with this it&#039;s probably gonna break and I will get upset --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Paradise-Wiki Page Status Stats&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pages&lt;br /&gt;
| [[:Category:Slated for removal|Slated for removal]]&lt;br /&gt;
| [[:Category:Stubs|Stub]]&lt;br /&gt;
| [[:Category:Rewrite|Rewrite]]&lt;br /&gt;
| [[:Category:Work in Progress|WIP]]&lt;br /&gt;
| [[:Category:Missing Images|Missing Images]]&lt;br /&gt;
| [[:Category:Needs Revision|Needs Revision]]&lt;br /&gt;
| Total&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; rowspan=&amp;quot;2&amp;quot;  |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Calculation for Pages starts here --&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:lightgrey; width:25em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#89dd89; width:&lt;br /&gt;
{{#expr:(&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Needs Revision|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Missing Images|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Work in Progress|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Rewrite|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Stubs|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Slated for removal|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})&lt;br /&gt;
)*20}}em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:palegreen; width:&lt;br /&gt;
{{#expr:(&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Missing Images|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Work in Progress|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Rewrite|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Stubs|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Slated for removal|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})&lt;br /&gt;
)*20}}em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:Gold; width:&lt;br /&gt;
{{#expr:(&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Work in Progress|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Rewrite|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Stubs|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Slated for removal|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})&lt;br /&gt;
)*20}}em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:orange; width:&lt;br /&gt;
{{#expr:(&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Rewrite|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Stubs|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Slated for removal|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})&lt;br /&gt;
)*20}}em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#FF7F50; width:&lt;br /&gt;
{{#expr:(&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Stubs|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Slated for removal|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})&lt;br /&gt;
)*20}}em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:orangered; color:orangered; width:&lt;br /&gt;
{{#expr:({{formatnum:{{PAGESINCATEGORY:Slated for removal|pages}}|R}}/{{formatnum:{{NUMBEROFARTICLES}}|R}})*20}}em;&amp;quot;&amp;gt; I&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Calculation for Pages ends here --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:120%;color:white;background-color:Orangered;fontweight:bold;&amp;quot;| {{PAGESINCATEGORY:Slated for removal|pages}}&lt;br /&gt;
| style=&amp;quot;font-size:120%;color:white;background-color:#FF7F50;fontweight:bold;&amp;quot;| {{PAGESINCATEGORY:Stubs|pages}}&lt;br /&gt;
| style=&amp;quot;font-size:120%;color:white;background-color:Orange;fontweight:bold;&amp;quot;| {{PAGESINCATEGORY:Rewrite|pages}}&lt;br /&gt;
| style=&amp;quot;font-size:120%;color:white;background-color:Gold;fontweight:bold;&amp;quot;| {{PAGESINCATEGORY:Work in Progress‏‎|pages}}&lt;br /&gt;
| style=&amp;quot;font-size:120%;color:white;background-color:Palegreen;fontweight:bold;&amp;quot;| {{PAGESINCATEGORY:Missing Images‏‎|pages}}&lt;br /&gt;
| style=&amp;quot;font-size:120%;color:white;background-color:#89dd89;fontweight:bold;&amp;quot;| {{PAGESINCATEGORY:Needs Revision|pages}}&lt;br /&gt;
| style=&amp;quot;font-size:120%;color:black;background-color:white;fontweight:bold;&amp;quot;| {{NUMBEROFARTICLES}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Files&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[:Category:Slated for removal|Slated for Removal]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[:Category:Outdated Files|Outdated]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[:Category:Low Quality|Low Quality]]&lt;br /&gt;
| Total&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; rowspan=&amp;quot;2&amp;quot;  |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Calculation for Files starts here --&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:lightgrey; width:25em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:Palegreen; width:&lt;br /&gt;
&lt;br /&gt;
{{#expr:(&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Low Quality|files}}|R}}/{{formatnum:{{NUMBEROFFILES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Outdated Files|files}}|R}}/{{formatnum:{{NUMBEROFFILES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Slated for removal|files}}|R}}/{{formatnum:{{NUMBEROFFILES}}|R}})&lt;br /&gt;
)*20}}em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:orange; width:&lt;br /&gt;
{{#expr:(&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Outdated Files|files}}|R}}/{{formatnum:{{NUMBEROFFILES}}|R}})+&lt;br /&gt;
({{formatnum:{{PAGESINCATEGORY:Slated for removal|files}}|R}}/{{formatnum:{{NUMBEROFFILES}}|R}})&lt;br /&gt;
)*20}}em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:orangered; color:orangered; width:&lt;br /&gt;
{{#expr:({{formatnum:{{PAGESINCATEGORY:Slated for removal|files}}|R}}/{{formatnum:{{NUMBEROFFILES}}|R}})*20}}em;&amp;quot;&amp;gt; I&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Calculation for Files ends here --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size:120%;color:white;background-color:Orangered;fontweight:bold;&amp;quot;|  {{PAGESINCATEGORY:Slated for removal|files}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size:120%;color:white;background-color:Orange;fontweight:bold;&amp;quot;| {{PAGESINCATEGORY:Outdated Files|files}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size:120%;color:white;background-color:Palegreen;fontweight:bold;&amp;quot;| {{PAGESINCATEGORY:Low Quality|files}}&lt;br /&gt;
| style=&amp;quot;font-size:120%;color:black;background-color:white;fontweight:bold;&amp;quot;| {{NUMBEROFFILES}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=Maintenance_Panel&amp;diff=20514</id>
		<title>Maintenance Panel</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=Maintenance_Panel&amp;diff=20514"/>
		<updated>2026-10-16T20:38:55Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: Created page with &amp;quot;{|class=&amp;quot;wikitable&amp;quot;  |-  ! Tools ! Users ! Wiki Editors |- | &amp;#039;&amp;#039;&amp;#039;Maintenance Reports&amp;#039;&amp;#039;&amp;#039; * Broken Redirects * Double Redirects * Uncategorized Pages * Unused Files * Unused Templates * Wanted Categories * Wanted Files * Wanted Pages * Special:WantedTemplates|...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! Tools&lt;br /&gt;
! Users&lt;br /&gt;
! Wiki Editors&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Maintenance Reports&#039;&#039;&#039;&lt;br /&gt;
* [[Special:BrokenRedirects|Broken Redirects]]&lt;br /&gt;
* [[Special:DoubleRedirects|Double Redirects]]&lt;br /&gt;
* [[Special:UncategorizedPages|Uncategorized Pages]]&lt;br /&gt;
* [[Special:UnusedFiles|Unused Files]]&lt;br /&gt;
* [[Special:UnusedTemplates|Unused Templates]]&lt;br /&gt;
* [[Special:WantedCategories|Wanted Categories]]&lt;br /&gt;
* [[Special:WantedFiles|Wanted Files]]&lt;br /&gt;
* [[Special:WantedPages|Wanted Pages]]&lt;br /&gt;
* [[Special:WantedTemplates|Wanted Templates]]&lt;br /&gt;
* [[Special:FewestRevisions|Pages with Fewest Revisions]]&lt;br /&gt;
* [[Special:ShortPages|Shortest Pages]]&lt;br /&gt;
* [[Special:SearchStats|Search Stats]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traffic Reports&#039;&#039;&#039;&lt;br /&gt;
* [[Special:MostLinkedFiles|Most linked to files]]&lt;br /&gt;
* [[Special:MostLinkedPages|Most linked to pages]]&lt;br /&gt;
* [[Special:LonelyPages|Orphaned Pages]]&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! # Of Users&lt;br /&gt;
|-&lt;br /&gt;
| Users&lt;br /&gt;
| {{NUMBEROFUSERS}}&lt;br /&gt;
|-&lt;br /&gt;
| Active Users&lt;br /&gt;
| {{NUMBEROFACTIVEUSERS}}&lt;br /&gt;
|-&lt;br /&gt;
| Game Admins&lt;br /&gt;
| 12 &amp;lt;!-- yes I manually entered this, cry about it --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wiki Admins&lt;br /&gt;
| {{NUMBEROFADMINS}}&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |&lt;br /&gt;
* [[Guide to Contributing to the Wiki|How to edit the Wiki]]&lt;br /&gt;
* [[User:Sirryan2002/WikiGuide|Guide to Wiki Syntax]]&lt;br /&gt;
* [[User:Sirryan2002/ColorSchemes|Wiki Color Schemes(WIP)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance Categories&#039;&#039;&#039;&lt;br /&gt;
* [[:Category:Work in Progress]]&lt;br /&gt;
* [[:Category:Revision Requests]]&lt;br /&gt;
* [[:Category:Stubs]]&lt;br /&gt;
* [[:Category:Slated for removal]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ParadiseStation Wiki:Maintenance Panel/Article Stats}}&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=MediaWiki:Sitenotice&amp;diff=20513</id>
		<title>MediaWiki:Sitenotice</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=MediaWiki:Sitenotice&amp;diff=20513"/>
		<updated>2026-10-16T20:38:09Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=MediaWiki:Common.css&amp;diff=20512</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=MediaWiki:Common.css&amp;diff=20512"/>
		<updated>2026-10-16T20:01:15Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: Replaced content with &amp;quot;/* CSS placed here will be applied to all skins */ .tooltip{   position: relative; }  .tooltiptext {   position: absolute;   display: block;   z-index: 2;   width: 250px;   padding: 10px;   visibility: hidden;   opacity: 0;   white-space: normal;   text-align: left;   transition: all 0.2s;   border: 1px solid #aaa;   background-color: #ffdd66; }  .tooltip:hover&amp;gt;.tooltiptext {   visibility: visible;   opacity: 1; }&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
.tooltip{&lt;br /&gt;
  position: relative;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tooltiptext {&lt;br /&gt;
  position: absolute;&lt;br /&gt;
  display: block;&lt;br /&gt;
  z-index: 2;&lt;br /&gt;
  width: 250px;&lt;br /&gt;
  padding: 10px;&lt;br /&gt;
  visibility: hidden;&lt;br /&gt;
  opacity: 0;&lt;br /&gt;
  white-space: normal;&lt;br /&gt;
  text-align: left;&lt;br /&gt;
  transition: all 0.2s;&lt;br /&gt;
  border: 1px solid #aaa;&lt;br /&gt;
  background-color: #ffdd66;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tooltip:hover&amp;gt;.tooltiptext {&lt;br /&gt;
  visibility: visible;&lt;br /&gt;
  opacity: 1;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
	<entry>
		<id>https://paradise14.org/wiki/index.php?title=MediaWiki:Loginprompt&amp;diff=20511</id>
		<title>MediaWiki:Loginprompt</title>
		<link rel="alternate" type="text/html" href="https://paradise14.org/wiki/index.php?title=MediaWiki:Loginprompt&amp;diff=20511"/>
		<updated>2026-10-15T22:50:30Z</updated>

		<summary type="html">&lt;p&gt;AffectedArc07: Created page with &amp;quot;&amp;lt;span style=&amp;quot;font-size: 300%;&amp;gt;[https://paradise14.org/wiki/index.php?title=Special:OAuth2Client/redirect CLICK HERE TO LOGIN, THE LOGIN BOXES DONT WORK]&amp;lt;/span&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;font-size: 300%;&amp;gt;[https://paradise14.org/wiki/index.php?title=Special:OAuth2Client/redirect CLICK HERE TO LOGIN, THE LOGIN BOXES DONT WORK]&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>AffectedArc07</name></author>
	</entry>
</feed>