Space Ninja: Difference between revisions

From Yogstation-13
Jump to navigation Jump to search
imported>LNGLY
(60 intermediate revisions by 9 users not shown)
Line 1: Line 1:
{{Needs revision
|reason = Ninja code is being updated, it's not possible to pocket batteries.}}
{{JobPageHeader
{{JobPageHeader
|headerbgcolor = black
|headerbgcolor = black
Line 15: Line 13:
|duties = Energy sword everything, nom on electrical wires.
|duties = Energy sword everything, nom on electrical wires.
|guides = This is the guide
|guides = This is the guide
|quote = Nothing personal kid.
}}
}}
''Space Ninjas'' are a special type of ninja, specifically one of the space-faring type. The vast majority of space ninjas belong to the Spider Clan, a cult-like sect, which has existed for several hundred years. The Spider Clan practice a sort of augmentation of human flesh in order to achieve a more perfect state of being and follow Postmodern Space Bushido. They also kill people for money. Their leaders are chosen from the oldest of the grand-masters, people that have lived a lot longer than any mortal man should. Being a sect of technology-loving fanatics, the Spider Clan have the very best to choose from in terms of hardware--cybernetic implants, exoskeleton rigs, hyper-capacity batteries, and you get the idea. Some believe that much of the Spider Clan equipment is based on reverse-engineered alien technology while others doubt such claims. Whatever the case, their technology is absolutely superb.
''Space Ninjas'' are a special type of ninja, specifically one of the space-faring type. The vast majority of space ninjas belong to the Spider Clan, a cult-like sect which has existed for several hundred years. The Spider Clan practice a sort of augmentation of human flesh in order to achieve a more perfect state of being and follow Postmodern Space Bushido. They also kill people for money. Their leaders are chosen from the oldest of the grand-masters, people that have lived a lot longer than any mortal man should. Being a sect of technology-loving fanatics, the Spider Clan have the very best to choose from in terms of hardware--cybernetic implants, exoskeleton rigs, hyper-capacity batteries, and you get the idea. Some believe that much of the Spider Clan equipment is based on reverse-engineered alien technology while others doubt such claims. Whatever the case, their technology is absolutely superb. Space ninjas appears on the station following the [[Random_events#Space_Ninja|Space Ninja random event]].


==Welcome to the Spider Clan!==
==Welcome to the Spider Clan!==


===Overview===
===Overview===
If you are reading this, congratulations! Fortune has decided to turn your ghost into a 25th century agent worthy of the title "ninja". You spawn in a suit of cyberpunk-esque ninja gear which provides your powers and have your trusty energy katana on your belt. You should use the emergency oxygen tank on your belt as internals, not the C02 jetpack on your back. You have between four and six objectives. You are not required to follow them, yet your '''NINJA HONOR''' demands you try.
If you're reading this, congratulations! Fortune has decided to turn you into a 26th century agent worthy of the title "ninja". You spawn in a suit of cyberpunk-esque ninja gear which provides your powers, and you have your trusty energy katana on your belt. You should use the emergency oxygen tank in your suit storage as internals, not the C02 jetpack on your back. You have between four and six objectives. You are not required to follow them, yet your '''NINJA HONOR''' demands you try.


Or maybe you're just some chump who wants to learn about Space Ninjas. Well, read on.
Or maybe you're just some chump who wants to learn about Space Ninjas. Well, read on.


===How do I become one?===
===How do I become one?===
Space Ninjas may spawn as a random event once the round duration passes 60 minutes. They're selected from the pool of ghosts with 'be space ninja' antagonist option enabled. Space ninjas spawn outside the station, typically on the solars. Only one Space Ninja may spawn per round.
Space Ninjas may spawn as a random event once the round duration reaches 60 minutes. They're selected from the pool of ghosts with the 'be space ninja' antagonist option enabled. Space ninjas spawn outside the station, typically on the solars. Only one Space Ninja may spawn per round.


==The Way of Ninjutsu==
==The Way of Ninjutsu==


===Your Suit===
===Your Equipment===
As a member of the Spider Clan, your technologically advanced, cybernetically-enhancing suit is everything to you. But that's not all! You are also provided with a pair of ninja gloves, a pair of ninja boots, a ninja hood, and a ninja mask. These three items work in conjunction with the suit and allow for a different set of functions each. The hood, for instance, makes you untrackable by the AI while the gloves allow for special, ninja-like interactions with objects or creatures.
As a member of the Spider Clan, your technologically advanced, cybernetically-enhancing suit is everything to you. Included with it is a pair of ninja gloves, a pair of ninja boots, a ninja hood, and a ninja mask. These items work in conjunction with the suit. The hood, for instance, makes you untrackable by the AI, while the gloves allow for special interactions with objects or creatures. Your suit also functions as high-quality armor. '''You have been implanted with an honor implant that will prevent you from using any guns.'''


The suit provides most of your special powers, along with several other unique features. Just remember to '''Initialize''' it before you do anything, as it takes time to boot up and connect the interface. During the initialize phase you're pretty much helpless but since you are more or less floating in space anyway, it won't really matter. When ready, check the '''SpiderOS''' menu. It provides you with the time, your current energy charge (also visible on the status panel), smoke bomb count, messaging service, access to a cloaking mechanism, a built-in medkit and food dispenser, an atmospheric scanner, and some backstory. If you ever download an AI, you will see a menu for that too. Additionally, you may also install a pAI card into the suit. To recharge the built-in medkit, click on a suit with beaker in hand.
None of your suit's functions are available until you '''Initialize''' it in the 'Ninja Equip' tab.


Unless something went seriously wrong, you should also start with a ninja mask. If you don't, your character is probably choking to death due to LACK OF AIR as you are reading this.
Aside from your suit, you have a number of items at your disposal. There is an energy katana at your belt. It inflicts 40 brute damage per attack, can deflect projectiles in the same way an energy sword can, and may be recalled to you whenever you lose it with an ability in your 'Ninja Ability' tab aptly named 'Recall Energy Katana'. If a crewmember attempts to use it, it will shock them, stunning them if they don't have insulation. It also has all of the functions of a [[cryptographic sequencer]], so you can open doors with it, among other things. It also deals twenty brute damage when thrown. You have a brick of x4 in your pocket, an emergency oxygen tank in your suit storage, and a C02 jetpack on your back. There are night vision goggles on your face.
The ninja mask is like a normal gas mask, only on hulk steroids; it has four vision modes and can modify your voice at will. '''Toggle Voice Changer''' in the Ninja Equip panel, hit '''New Name''' and BLAM! Brand new, randomized persona. Keep this on if you want to talk. Otherwise, your voice will come out ''a££ me§§ed µþ, £ike th-thi§,'' and pretty much no-one will know what the hell you're saying. As a special note, the '''Scouter''' vision mode allows you to see who has a special role with a unique hud icon: It will detect wizards, changelings, traitors, and so on. Extremely helpful as you are likely to be spawned outside of extended.


===LIGHTSABER NO JUTSU===
Your suit runs on electricity and consumes it for its many abilities. To recharge your power supply, '''Toggle Interaction''' under the 'Ninja Equip' tab and click on a power wire, APC, mech, cyborg, or SMES unit. Doing so will filter power from that object into you.
You can do a LOT of cool shit as a space ninja, and that's probably the reason you're reading this article. Know that some of these powers come with a short cooldown (usually a second) before they can be used again. Phase Shift and Phase Jaunt are your bread and butter. Use them, abuse them, love them. All can be found under Ninja Ability panel.


* Phase Jaunt: Teleports you up to nine squares ahead, in the general direction you're facing. Not always reliable, but takes less energy than Phase Shift. Also generates a spark shower, so don't try this anywhere near plasma. You can bring people along with you if you grab them beforehand. Anyone in the destination you Jaunt to will be gibbed (or killed).
By default your suit runs on a 10,000-capacity power cell and thus can only hold 10,000 units of electricity, displayed as 100% in the status tab. You can upgrade your suit's battery by enabling interaction, then grabbing any power cell of greater capacity than your current one and using it on your ninja suit. Installing a 15,000-capacity cell will increase your power capacity to 150%, for example.
* Phase Shift: Teleports you to a specific square on a right click. Same idea as Jaunt but is precise and more costly.
* EM Burst: Exactly what it sounds like. Creates a 4-square strong, 6-square weak electromagnetic pulse. See that guy with the toolbox? He'll still beat you senseless if you're not careful.


* Energy Star: Launches a Magic Missile-esque bolt at a random, living target on screen. Won't work on xenos but has no cooldown.
===Your Abilities===
* Energy Blade: This is probably going to be your most-used power. Spawns a blade of concentrated energy in your active hand. It is a very powerful weapon and can slice through basically anything excluding a reinforced wall. Creates a shower of sparks when summoned and consumes energy as long as it is active. Try it out on a variety of objects, particularly doors.
Some abilities are accessible under the 'Ninja Equip' tab, and others may be found under 'Ninja Ability'. All are accessible as command-line verbs.
* Energy Net: Traps a living target in a net of energy that will teleport them to a holding facility within 30 seconds or so. The net can be destroyed so make sure your target is immobilized or unable to harm the net. Remember to trap targets with special roles for '''MAD FUCKING NINJA POINTS'''


* Smoke Bomb: Drops a smoke bomb that obstructs vision and allows your escape. You get ten. Use them wisely...or throw a ninja smoke party!
*Phase Cloak: Renders you invisible. Cost: about 1% energy per second cloaked
* Adrenaline Boost: This undoes paralysis, stunning, extreme cold, and basically anything else that would affect your movement. Useful for getting away from Security. However, this also injects you with radium so be careful.
*EM Burst: Creates a 4-square strong, 6-square weak electromagnetic pulse. EMP disables radios, cameras, energy-based weaponry and hurts silicons. Cost: 25% energy
*Create Throwing Star: 3D-prints a permanent throwing star of the same sort a traitor can purchase. Using this ability turns on throw mode so the star can be thrown instantly. These deal thirty brute damage and embed into people when thrown, inflicting further damage over time. Cost: 1% energy
*Recall Energy Katana: Recalls your energy katana to you. The cost of this ability is variable based on how far you are from the katana, but can never exceed 100%. If the katana is onscreen when you use this ability it will be thrown in your direction, hitting anyone in the way.
*Smoke Bomb: Drops a smoke bomb that obstructs vision and allows your escape. You get ten. Use them wisely...or throw a ninja party! Cost: 0 energy
*Adrenaline Boost: This undoes paralysis, stunning, extreme cold, and basically anything else that would affect your movement. It also injects you with radium, which decays into harmful radiation. Cost: 0 energy
*Energy Net: This ability entangles players in an energy net which will after about thirty seconds teleport them to ninja prison. During this period they and others can attack the energy net to remove it, so make sure to restrain or sedate them beforehand. Cost: 20% energy


Your suit, however advanced it is, runs on outdated batteries. Batteries that do not last forever, especially not while you're running around invisible dual-wielding energy blades ('''WARNING: DO NOT TRY THIS AT HOME''') and tossing electro-shuriken at everyone in sight. However, you can recharge it. To recharge the suit, '''Toggle Interaction''' and then click on an APC/smes/battery/mecha/whatever with an empty hand. You can also recharge from an exposed wire and gun rechargers found on the station. Interaction serves as the general trigger for the extra stuff you are capable of doing; for instance, you can replace your starting battery with one of higher capacity by clicking on the suit with a higher capacity battery in hand to replace it.
You can also shock people by touching them with any intent except harm, using some suit energy to stun them and inflict a small amount of burn damage.


===Your Objectives===
===Your Objectives===
The Ninja is arguable the hardest antag to play in terms of accomplishing his objectives, generally you will have to accomplish 6 objectives. Not only that but due to one of your objectives always being a role play centered objective, it is physically impossible to win as a Ninja unless an admin personally ticks off the Objective as accomplished.
Ninjas generally have six objectives, unless they were created by an administrator. You will either be assigned to help or harm the station. This is determined by whether your employer is Nanotrasen or the Syndicate. Irrespective of who your employer is you're allowed to engage anyone regardless of their loyalties.


When the Ninja appears the Ninja will either be assigned to help or harm the station, this is determined by weather your employer is Nanotrasen or the Syndicate, irrespective of who your employer is you are allowed to engage anyone irrespective of their loyalties, however your employer can influence your objectives to an extent.
The objectives:


The objectives you will tend to have to accomplish as a Ninja are.
*Protect a target: An assignment for Nanotrasen-employed ninjas. Prevent the target's death.


* Steal research levels: You will have to steal between 10 and 20 levels of Research from RnD, depending on if the Scientists bothered to do research will influence the difficulty of this objective. To steal the research simply click the RnD Terminal with special intent on and you will automatically download the research.
*Assassinate a target: An assignment for Syndicate-employed ninjas, or Nanotrasen-employed ninjas assigned to kill an antagonist. Ensure the target dies.


*Steal a high risk item: Same as the Traitor objective, you will have to steal a random item from the station. Should generally be trivial in most cases. (Then again a Ninja is not a general thing)
*Capture a target: Capture someone using the Energy Net ability.


*Protect/Kill a Target: You must either protect (If helping the station) or kill (If against the station) a target on the station, assassination is very trivial for a Ninja but protecting someone is something even the best Ninjas can fail at, good luck.
*Steal a target's brain: An assignment for Syndicate-employed ninjas, or Nanotrasen-employed ninjas assigned to debrain an antagonist. Surgically remove the target's brain and keep it.
 
*Capture Personal: You will have to capture a set point limit of people or entity's from the station using the Energy Net, living targets are worth more points than dead targets but either work. You can also capture Aliens for even more points! The points for targets are.
Live Human: 1 Point
Dead Human: 0.5 Points
Monkeys: 0.1 Points (You fail at Ninja if you do this)
Larva: 1 Point
Live Alien: 2 Points
Dead Alien: 1 Point
Live Queen: 3 Points
Dead Queen: 1.5 Points


*Survive until round end: Simple, just don't die.
*Survive until round end: Simple, just don't die.


*Role Play Objective: This is where things get hairy, when you spawn you will be given a random Role Play objective to accomplish, the only way to accomplish this objective is if an Admin manually awards it to you, pray to the fucking gods you don't get any special RP objective. Accomplishing this objective will vary in difficulty, objectives asking you to kill witnesses or cause collateral damage are relatively easy to accomplish however objectives asking you to remain hidden are far more constraining and hard to do.
*Steal a high risk item: A Syndicate objective. Just what it says on the tin. Steal some magboots, secret documents, or whatnot.


At the end of it all, these objectives are all optional to do and you could simply go on a mass murdering spree. Or you can try to impress everyone and actually win?
As with all antagonist objectives, these are optional. But before you go indiscriminately test out your energy katana on the faces of the crew, consider that playing as a space ninja is a rare opportunity you may not get to indulge in again for a long while.


==Rogue Ninja==
==Tips==
As a crewmember, your best chance is to catch the ninja while they're trying to recharge their battery or when they get rad-poisoning from Adrenaline Boost overuse. Ganging up may also work, especially if you have projectile weapons. If all fails, suicide bombing may be your only option. Or hiding in a locker until the death squad shows up.


As the ninja, don't let your fancy-shmancy gadgets cloud your judgment. Aliens(can try to face rape you, however, you are immune to the buggers. The Spider Clan invested well in the mask), wizards, and changelings, all pose a very real threat to your safety, if you are not careful. Do not confront high-risk targets directly. Instead, either await an opportunity for when they are distracted, or lure them into a trap. Mechs are also very dangerous; it's possibly best to avoid anything other than a Ripley but really depends on your battery capacity.
*It's a good idea to upgrade your power cell at the earliest opportunity.
Your biggest advantage is your ability to appear announced and the variety of gadgets at your disposal. Always ask yourself, what would '''Space Batman''' do in my situation?
*You can drain APCs and render them inoperable. Depending on whether you're with or against the station, this may be tactically useful.
 
*You gain the most power per tick from highly-charged SMES units.
Another tactic is to get crew members on your side. This will not always work, it all depends on your talking skill. You can spout out some lie about you being peaceful and that you're here to kill a changeling, or stop a wizard, etc. If you're in a room charging and someone walks in, say "hi" or use the wave emote followed by the smile one. Comfort and smooth talk them(make sure your energy blade isn't out) until they feel comfortable around you. They may also spread the news and you may have a little ninja-army going on.
*Darkness is your ally. The night vision goggles on your face can be your most potent weapon.
 
*Adrenaline Boost should only be used in absolute emergencies. One injection irradiates you strongly enough to inflict 25 toxin damage. Two injections can cause unconsciousness. Stock up on charcoal patches from chemistry to heal your toxin damage, since it's only available in medbay as pills and injections, neither of which can be used without removing your suit.
==Tips==
*Your energy katana doesn't stun on the first hit, but your hands do.
* As space ninja you should go straight to R&D and print four super-capacity cells. Click one on your ninja suit for 200% power, then carry one and pocket the other two. Activate them in your hand to go back to full charge in a few seconds. Return to R&D when you need to recharge. Or if RnD is useless and you want immediate access to more power, stop by Tech Storage or Engineering and nab the High Capacity Power Cells. Increases your power to 150 from 100 and you can fill your backpack full of them.
*You'll have to eat often, since moving one step increments your hunger, and Space Ninjas move at a blistering fast pace thanks to their ninja shoes.
*Eating requires you de-initialize and remove your suit, which is a lengthy process during which you will be vulnerable. Stock up on high-quality food from the [[chef]] -- it's not common knowledge, but eating healthy food gives you a healthy metabolism, which makes you have to eat less and will also decrease the effects of the radium from the Adrenaline Boost ability.
*Beepsky will mess you up. EMP him.
*Being a Space Ninja is a careful balancing act of simultaneously paying attention to your objectives, your health, your nutrition, your suit's power level, and other resources.  




{{Jobs}}[[Category:Jobs]]
{{Antagonists}}
[[Category:Jobs]]

Revision as of 08:17, 6 November 2023

ELITE STAFF
Generic ninja.png
Space Ninja
Access: None
Additional Access: Basically anywhere
Difficulty: Hard
Supervisors: Spider Clan
Duties: Energy sword everything, nom on electrical wires.
Guides: This is the guide
Quote: Nothing personal kid.

Space Ninjas are a special type of ninja, specifically one of the space-faring type. The vast majority of space ninjas belong to the Spider Clan, a cult-like sect which has existed for several hundred years. The Spider Clan practice a sort of augmentation of human flesh in order to achieve a more perfect state of being and follow Postmodern Space Bushido. They also kill people for money. Their leaders are chosen from the oldest of the grand-masters, people that have lived a lot longer than any mortal man should. Being a sect of technology-loving fanatics, the Spider Clan have the very best to choose from in terms of hardware--cybernetic implants, exoskeleton rigs, hyper-capacity batteries, and you get the idea. Some believe that much of the Spider Clan equipment is based on reverse-engineered alien technology while others doubt such claims. Whatever the case, their technology is absolutely superb. Space ninjas appears on the station following the Space Ninja random event.

Welcome to the Spider Clan!

Overview

If you're reading this, congratulations! Fortune has decided to turn you into a 26th century agent worthy of the title "ninja". You spawn in a suit of cyberpunk-esque ninja gear which provides your powers, and you have your trusty energy katana on your belt. You should use the emergency oxygen tank in your suit storage as internals, not the C02 jetpack on your back. You have between four and six objectives. You are not required to follow them, yet your NINJA HONOR demands you try.

Or maybe you're just some chump who wants to learn about Space Ninjas. Well, read on.

How do I become one?

Space Ninjas may spawn as a random event once the round duration reaches 60 minutes. They're selected from the pool of ghosts with the 'be space ninja' antagonist option enabled. Space ninjas spawn outside the station, typically on the solars. Only one Space Ninja may spawn per round.

The Way of Ninjutsu

Your Equipment

As a member of the Spider Clan, your technologically advanced, cybernetically-enhancing suit is everything to you. Included with it is a pair of ninja gloves, a pair of ninja boots, a ninja hood, and a ninja mask. These items work in conjunction with the suit. The hood, for instance, makes you untrackable by the AI, while the gloves allow for special interactions with objects or creatures. Your suit also functions as high-quality armor. You have been implanted with an honor implant that will prevent you from using any guns.

None of your suit's functions are available until you Initialize it in the 'Ninja Equip' tab.

Aside from your suit, you have a number of items at your disposal. There is an energy katana at your belt. It inflicts 40 brute damage per attack, can deflect projectiles in the same way an energy sword can, and may be recalled to you whenever you lose it with an ability in your 'Ninja Ability' tab aptly named 'Recall Energy Katana'. If a crewmember attempts to use it, it will shock them, stunning them if they don't have insulation. It also has all of the functions of a cryptographic sequencer, so you can open doors with it, among other things. It also deals twenty brute damage when thrown. You have a brick of x4 in your pocket, an emergency oxygen tank in your suit storage, and a C02 jetpack on your back. There are night vision goggles on your face.

Your suit runs on electricity and consumes it for its many abilities. To recharge your power supply, Toggle Interaction under the 'Ninja Equip' tab and click on a power wire, APC, mech, cyborg, or SMES unit. Doing so will filter power from that object into you.

By default your suit runs on a 10,000-capacity power cell and thus can only hold 10,000 units of electricity, displayed as 100% in the status tab. You can upgrade your suit's battery by enabling interaction, then grabbing any power cell of greater capacity than your current one and using it on your ninja suit. Installing a 15,000-capacity cell will increase your power capacity to 150%, for example.

Your Abilities

Some abilities are accessible under the 'Ninja Equip' tab, and others may be found under 'Ninja Ability'. All are accessible as command-line verbs.

  • Phase Cloak: Renders you invisible. Cost: about 1% energy per second cloaked
  • EM Burst: Creates a 4-square strong, 6-square weak electromagnetic pulse. EMP disables radios, cameras, energy-based weaponry and hurts silicons. Cost: 25% energy
  • Create Throwing Star: 3D-prints a permanent throwing star of the same sort a traitor can purchase. Using this ability turns on throw mode so the star can be thrown instantly. These deal thirty brute damage and embed into people when thrown, inflicting further damage over time. Cost: 1% energy
  • Recall Energy Katana: Recalls your energy katana to you. The cost of this ability is variable based on how far you are from the katana, but can never exceed 100%. If the katana is onscreen when you use this ability it will be thrown in your direction, hitting anyone in the way.
  • Smoke Bomb: Drops a smoke bomb that obstructs vision and allows your escape. You get ten. Use them wisely...or throw a ninja party! Cost: 0 energy
  • Adrenaline Boost: This undoes paralysis, stunning, extreme cold, and basically anything else that would affect your movement. It also injects you with radium, which decays into harmful radiation. Cost: 0 energy
  • Energy Net: This ability entangles players in an energy net which will after about thirty seconds teleport them to ninja prison. During this period they and others can attack the energy net to remove it, so make sure to restrain or sedate them beforehand. Cost: 20% energy

You can also shock people by touching them with any intent except harm, using some suit energy to stun them and inflict a small amount of burn damage.

Your Objectives

Ninjas generally have six objectives, unless they were created by an administrator. You will either be assigned to help or harm the station. This is determined by whether your employer is Nanotrasen or the Syndicate. Irrespective of who your employer is you're allowed to engage anyone regardless of their loyalties.

The objectives:

  • Protect a target: An assignment for Nanotrasen-employed ninjas. Prevent the target's death.
  • Assassinate a target: An assignment for Syndicate-employed ninjas, or Nanotrasen-employed ninjas assigned to kill an antagonist. Ensure the target dies.
  • Capture a target: Capture someone using the Energy Net ability.
  • Steal a target's brain: An assignment for Syndicate-employed ninjas, or Nanotrasen-employed ninjas assigned to debrain an antagonist. Surgically remove the target's brain and keep it.
  • Survive until round end: Simple, just don't die.
  • Steal a high risk item: A Syndicate objective. Just what it says on the tin. Steal some magboots, secret documents, or whatnot.

As with all antagonist objectives, these are optional. But before you go indiscriminately test out your energy katana on the faces of the crew, consider that playing as a space ninja is a rare opportunity you may not get to indulge in again for a long while.

Tips

  • It's a good idea to upgrade your power cell at the earliest opportunity.
  • You can drain APCs and render them inoperable. Depending on whether you're with or against the station, this may be tactically useful.
  • You gain the most power per tick from highly-charged SMES units.
  • Darkness is your ally. The night vision goggles on your face can be your most potent weapon.
  • Adrenaline Boost should only be used in absolute emergencies. One injection irradiates you strongly enough to inflict 25 toxin damage. Two injections can cause unconsciousness. Stock up on charcoal patches from chemistry to heal your toxin damage, since it's only available in medbay as pills and injections, neither of which can be used without removing your suit.
  • Your energy katana doesn't stun on the first hit, but your hands do.
  • You'll have to eat often, since moving one step increments your hunger, and Space Ninjas move at a blistering fast pace thanks to their ninja shoes.
  • Eating requires you de-initialize and remove your suit, which is a lengthy process during which you will be vulnerable. Stock up on high-quality food from the chef -- it's not common knowledge, but eating healthy food gives you a healthy metabolism, which makes you have to eat less and will also decrease the effects of the radium from the Adrenaline Boost ability.
  • Beepsky will mess you up. EMP him.
  • Being a Space Ninja is a careful balancing act of simultaneously paying attention to your objectives, your health, your nutrition, your suit's power level, and other resources.


Antagonists on Yogstation

Jobstemp.png

Individual Antagonists Traitor, Internal Affairs, Changeling, Vampire, Wizard
Team Antagonists Blood Brothers, Nuclear Operative, Blood Cult, Clockwork Cult, Gangster, Heretic, Darkspawn
Mid-Round Antagonists Abductor, Xenomorph, Revenant, Space Ninja, Holoparasite, Swarmers, Blob, Obsessed, Eldritch Horror
Rare Antagonists Devil