Revolution: Difference between revisions

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m (→‎Head Revolutionaries: headrevs now have makeshift crafting)
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Leading a Revolution is often a difficult, frustrating, and ultimately thankless task. Nonetheless, it is up to you to fight for what you know to be right, and to overthrow the corporate overlords of Space Station 13.
Leading a Revolution is often a difficult, frustrating, and ultimately thankless task. Nonetheless, it is up to you to fight for what you know to be right, and to overthrow the corporate overlords of Space Station 13.


Head Revolutionaries begin alone in their cause, excepting the company of their fellow Head Revolutionaries. The first step to be taken is covertly acquiring more manpower for the Revolution via the [[flasher]], which will brainwash targets that it blinds into fervent Revolutionaries. Be aware that this device is not foolproof - [[welding helmet]] and [[sunglasses]] will completely mitigate the flash, and thus the brainwashings that follow. Additionally, members of Security, those with mindshield implants, and the Heads of Staff themselves cannot be converted at all. As such, discretion and care must be taken when Head Revolutionaries and selecting targets to <s>kidnap</s> liberate from their bonds.
Head Revolutionaries begin alone in their cause, excepting the company of their fellow Head Revolutionaries. The first step to be taken is covertly acquiring more manpower for the Revolution via the flasher, which will brainwash targets that it blinds into fervent Revolutionaries. Be aware that this device is not foolproof - [[welding helmet]] and [[sunglasses]] will completely mitigate the flash, and thus the brainwashings that follow. Additionally, members of Security, those with mindshield implants, and the Heads of Staff themselves cannot be converted at all. As such, discretion and care must be taken when Head Revolutionaries and selecting targets to <s>kidnap</s> liberate from their bonds.


For some general tips, you will want to know the value of pursuing various potential converts. In general, your primary turning targets are [[Roboticist]]s, [[Scientist]]s, the [[Cargo Technician]]s, and [[Geneticist]]s. [[Robotics]] can supply replacement flashes, in the case that yours burns out. [[Scientist]]s, and the [[Research Division]] on the whole, can fabricate explosives, and [[Cargo Bay]] serves as a great base of operations, and can order supplies, such as more flashes, or [[weapons]]. And finally, [[Genetics]] can supply you and your revolutionary mob beneficial genetic mutations, as well as provide free access to, or lock down, the station's [[cloning|cloning lab]]. Genetics also has an additional use if you've already killed a station head - they can save the heads' appearance enzymes and then inject you with them, making you look exactly like the deceased individual (minus any mindshield implants). With the person's ID and their clothes, you can seamlessly step into their shoes, and do as you may.
For some general tips, you will want to know the value of pursuing various potential converts. In general, your primary turning targets are [[Roboticist]]s, [[Scientist]]s, the [[Cargo Technician]]s, and [[Geneticist]]s. [[Robotics]] can supply replacement flashes, in the case that yours burns out. [[Scientist]]s, and the [[Research Division]] on the whole, can fabricate explosives, and [[Cargo Bay]] serves as a great base of operations, and can order supplies, such as more flashes, or [[weapons]]. And finally, [[Genetics]] can supply you and your revolutionary mob beneficial genetic mutations, as well as provide free access to, or lock down, the station's [[cloning|cloning lab]]. Genetics also has an additional use if you've already killed a station head - they can save the heads' appearance enzymes and then inject you with them, making you look exactly like the deceased individual (minus any mindshield implants). With the person's ID and their clothes, you can seamlessly step into their shoes, and do as you may.
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Once the Revolution has begun to gain steam, the Revolutionary Head's job shifts slightly to keeping a low profile. The swarm of converted revolutionaries should be strong enough to hold its own without the Head at the forefront. Keep your identity a secret if possible, and only associate with non-revs if need be, or if you intend to liberate them.
Once the Revolution has begun to gain steam, the Revolutionary Head's job shifts slightly to keeping a low profile. The swarm of converted revolutionaries should be strong enough to hold its own without the Head at the forefront. Keep your identity a secret if possible, and only associate with non-revs if need be, or if you intend to liberate them.
===Converted Revolutionaries [[File:Hudrev.png]]===
===Converted Revolutionaries [[File:Hudrev.png]]===
Converted Revolutionaries are the station staff members that <s>have fallen victim to</s> being liberated by a Head Revolutionary's flasher. As a new recruit in the Revolution, your new job is to find a way to kill or exile the Heads of Staff without getting caught, and help protect the Head Revolutionaries, all while staying alive yourself. Follow the orders of the Head Revolutionaries and join your brothers and sisters in tearing down the oppressive chain of command wrapped around the necks of the working class. Viva la revolution!
Converted Revolutionaries are the station staff members that <s>have fallen victim to</s> being liberated by a Head Revolutionary's flasher. As a new recruit in the Revolution, your new job is to find a way to kill or exile the Heads of Staff without getting caught, and help protect the Head Revolutionaries, all while staying alive yourself. Follow the orders of the Head Revolutionaries and join your brothers and sisters in tearing down the oppressive chain of command wrapped around the necks of the working class. Viva la revolution!
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