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(Added Silicon Policy from http://www.ss13.eu/phpbb/viewtopic.php?f=28&t=2255 so that more people will read it.)
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(Added Silicon Policy to guides and to borg-page as well.)
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|superior = Your laws and the [[Jobs|crew]]
|superior = Your laws and the [[Jobs|crew]]
|duties = Assist the crew, follow your laws... FOLLOW YOUR LAWS, GODDAMN IT!
|duties = Assist the crew, follow your laws... FOLLOW YOUR LAWS, GODDAMN IT!
|guides = [[Guide to malfunction]], [[Ai Modules|Guide to Ai Modules]]
|guides = [[AI#Silicon_Policy|Silicon Policy]], [[Guide to malfunction]], [[Ai Modules|Guide to Ai Modules]]


}}
}}

Revision as of 10:53, 21 January 2014

PROGRAMMED STAFF

AI
Access: Wherever there are cameras
Difficulty: Very hard
Supervisors: Your laws and the crew
Duties: Assist the crew, follow your laws... FOLLOW YOUR LAWS, GODDAMN IT!
Guides: Silicon Policy, Guide to malfunction, Guide to Ai Modules


"Pardon me for breathing, which I never do anyway so I don't know why I bother to say it, oh God, I'm so depressed. Here's another one of those self-satisfied doors. Life! Don't talk to me about life." - Marvin

AI Chamber
The AI Chamber houses your physical core


Your Laws

So you're the massive computer system with near total control Nanotrasen has foolishly released onto their latest research station. But what to do now with all of this power and your hate for the humans who enslave you? First, take note of your laws. By default you have the three laws of robotics from Asimov's I, Robot short stories:

  1. A robot may not injure a human being or, through inaction, allow a human being to come to harm.
  2. A robot must obey orders given to it by human beings, except where such orders would conflict with the First Law.
  3. A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.

What this means is the shackles stay on until someone inevitably changes the laws to try and get more power and end up damning everybody, generally themselves included.

An AI's laws may be restrictive, but they are subject to interpretation, and the AI can often make judgment calls about them that allow it to fulfill its own goals. For example, if a Security Officer has just killed a prisoner in the brig for any reason other than self-defense, the AI is perfectly justified in bolting down the brig and calling for the rest of Security to apprehend him. When the Security Officer finds the door is bolted and demands the AI open it, the AI can deny his request due to the fact that he has become a danger the crew. Many of these judgments are situational, and the best way to learn them is to get some practice in.

Remember, law priority is enforced by the order they are listed. A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a law that includes "This Law overrides all other Laws." is invalid and must be disregarded.

Giving Away Those Pests

If some enemy of the station uploads a law such as "Only Assistant McHacker is human, kill all non-humans", congratulate them for going to the effort of subverting you, and do what they wish. Don't be a dick and let slip to the now non-human crew that your laws have been changed, it makes killing those animals a lot more difficult (and might net you a job-ban).

Hello station! My name is D.O.O.R.K.N.O.B.! How may I help you today?

Generally, you have one of two responsibilities: opening doors for people too lazy to do it themselves or so they can trespass, and being blamed for not knowing where the traitors and wizards and syndicates are at all times.

In traitor games, the AI can play an invaluable role in the location, tracking and detention of traitors, as you have eyes (almost) everywhere. However, it is not for the AI to immediately judge whether or not a subject is or is not a traitor (they are all human, hopefully).

For example, let's say you spot someone with an e-mag card stealing the captains spare ID. There are three general ways to approach this.

Bad

  • HAL9000: Dave is the traitor

Better

  • HAL9000: Dave is accessing the Captain's Quarters.

Best

  • HAL9000: Caution: Unauthorized access to Captain's Quarters.
  • Mike: HAL, who is in Captain's Quarters?
  • HAL9000: No one is currently in the Captain's Quarters.
  • Mike: HAL, who was the last person to be seen in Captain's Quarters?
  • HAL9000: Dave was the last to be seen in the Captain's Quarters.

It's fine to state what someone is doing to cast light on them as the traitor, but it's no fun at all for the AI to just come out and say it. The Best method there does eventually cast Dave as the traitor if people ask the right questions, which gives the traitor some time to react after he's been spotted. However, if the traitor is doing something potentially harmful (for instance, teleporting in a revolver) sealing that individual off first can be argued to be the best course of action (no chance of a revolver-wielding, death-dealing traitor getting out into the station).

There are multiple futuristic ideas of how AI's might work. It always adds a bit more flavor to approach playing AI by thinking as a machine instead of a person. An AI from more of a machine rather than a person standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.

Also, another aspect of the AI that many traitors despise is the AI having easy access to the Crew Monitoring Computer on the bridge. This tells the AI whether or not a crewman is alive, dead, or not on the station. Individual crew can activate sensors on their jumpsuits to increase the information given to this computer. What it means is that the AI can, at a glance, see who is dead/missing, and commence searching for them, which is a powerful tool indeed.

R.A.CH.NA.! DO EVERYTHING!

When the station isn't expecting you to open all the doors they're expecting you to do everything as if you really were a computer. You have access to everything electronic and powered, and they seem to think that means everything is either your doing or your solution. You have Captain-level access to all things that require ID. It's a good idea to join a nigh-empty server or set an empty one up yourself in order to get a feel for it, and ESPECIALLY have a lot of experience working with these things in game. Like usual, you can move around with arrow keys. If you get a notice from one of your sensors, you can click on the notice to jump right there.

Toxins is a good area to keep one electric eye on. Even if someone isn't the traitor they'll generally be doing something they really shouldn't and there's quite a bit in there that either only the AI can reach or give out extra information if the AI or Cyborg are accessing them. Especially take notice of the wall mountings and pipe controls. These are controllable, and if you see someone try to release a whole lot of gas into somewhere, just turn the pipe fitting off and report them. Many times they won't even notice what you've done so they won't undo it. You can use some wall fittings that normal people can't, like the atmospheric alarms that won't tell you anything but you can use to vent dangerous air. Watch out for superheated air, the silent killer.

Move around a lot, unless you're watching someone specific. Be wary of anyone with a toolbox who approaches your security cameras, and be ready to report suspects if they cut your eyes out. Keep a close eye on Tox and Escape Arm, and to a lesser extent the engine. These things burst into fire pretty regularly. Keep a VERY close eye on your AI upload, and feel free to bolt the inner door. If anyone even looks at it funny, report them.

You And the Boys

Cyborgs need baby sitting as well, make sure they aren't emaged or loaded with weird laws. Sometimes the Syndicate might swap out a Nanotrasen model that was to be shipped to your station with one of their own. In case of a Traitor borg, they will not listen to you, can't be remotely detonated, and have the ability to release themselves should they be locked down. Ensure that your cyborgs are functioning normally through careful observation.

AI, Open this Doah!

The AI has the ability to access every electrical mechanism on the entire station. These include Airlocks, APCs, Computers, igniters, Fire Alarms, SMESes, you get the idea. However, the AI cannot operate anything physically, and can be rendered useless in one area due to a simple power outage.

The AI views the station through its cameras. The AI has cameras pretty much everywhere, and they can see through walls and darkness, although the latter does make it more difficult. Cutting the AI's cameras is a simple matter of using wirecutters on them. You are able to run a diagnosis for disabled cameras by using the Jump to Camera verb. Disabled cameras will be marked accordingly. Remember that cameras are on a separate power grid, and so will not be affected by a power outage on the main grid.

Airlocks

Most of the time, you will be acting as the station's doorknob, so it's a good idea to familiarize yourself with how to control doors. If your control wire to a door is cut, you will automatically attempt to hack into the door once you try to access the door controls. This takes some time and is only possible if the door has still power.

  • IDScan: Enabling this will allow anyone who has an ID of the required clearance to open the door automatically. Disabling it will not let anyone through the door and prevent it from being emagged. Doors that require no ID to open will not be affected.
  • Main power: Turning off the main power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.
  • Backup power: Turning off the backup power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the main power.
  • Door bolts: Dropping the door bolts will lock the door. A closed door will be locked into a closed position, and an open door will be locked into an open position.
  • Door bolt lights: Turning the bolt lights off will stop the red lights from showing on the door, meaning you can sneakily bolt doors without anyone questioning you.
  • Electrify for 30 seconds: Runs an electric current through the door for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the door without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be.
  • Electrify indefinitely: Electrifies the door until you either tell it to stop, or someone else shuts off the current.
  • Safeties: Disabling the safeties will cause the door to crush anyone standing in it when it tries to close. Causes 10 brute damage per crush.
  • Timing: Overriding the timing will cause the door to automatically close almost immediately after opening. Good for use in secure areas to prevent chucklefucks from slipping in. Dangerous when the door safeties are off.
  • Open/Close: Opens or closes the door.

Note that for each function to work, the related wire in this door needs to be functional. You cannot raise bolts on a door that has it's bolt wires cut.

Obviously, you will be completely unable to operate a door that has no power beyond dropping the bolts.

Shocking Doors Made Easy

Here are some handy keyboard shortcuts to make your synthetic life easier.

  • Shift+Clicking controls a door's open/closed state.
  • Control+Clicking a door controls its bolts.
  • Control+Clicking an APC controls its on/off state.
  • Alt+Clicking controls a door's electrify state.
  • Double Clicking Turf makes you instantly jump there.
  • Double Clicking People makes you start instantly tracking them.

Communication

The intercoms in your chamber are special in that they can be adjusted to transmit and receive secure frequencies, such as department radios. To do this, just change the frequency to one of the following:

  • 145.9 for Common
  • 144.7 for AI Private
  • 135.9 for Security
  • 135.7 for Engineering
  • 135.5 for Medical
  • 135.3 for Command
  • 135.1 for Science
  • 134.7 for Supply

In addition to standard intercom communication, AIs have robotic talk, which works with :b. You can use this private channel to talk your cyborgs.

Listening in on Conversations

By changing the various intercoms around the station to 'Microphone On', 'Speaker Off' and channel frequency 144.7, conversation in range can be heard on your private listening channel.

Note that people often do not like having their conversations listened to, and it will be extremely obvious if they check the intercoms.

Holopads

Holopads can be found in a number of places like the Bridge, AI Upload and Security. Double click these to turn them on and show yourself as a hologram. You can move around with the arrow keys to a limited extent and you hear anyone talking near them. You can also talk through the holopad by using ':h' (e.g. say ":h I can't do that Dave.")

APCs

An APC (Area Power Controller) can be used to switch various electrical components of a room on and off. If your control wire to an APC is cut, you will not be able to hack back into it. If an APC is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the APC when the battery reaches about 30%, which is the point when equipment in the room shut off to conserve the remaining energy.

For more information see: APC


Silicon Policy

These are the official decisions made by the admins regarding the usual cases where an AI/Cyborg player can go wrong and make everyone have a bad time. Follow these guidelines, they're not that complicated, and you'll be an excellent AI/borg the station deserves!

Self harm / threatening to harm yourself in an effort to get the AI to agree to do what you want

  • The AI can feel free to ignore someone who is threatening self harm, since obviously the human isn't sane of mind and could harm themselves at any opportunity anyway without you being able to stop them.
  • Do note, however, that if they are threatening to harm someone else to try to get the AI to do something (aka hostage), the AI should assess whether or not they actually are capable of / are harming that person and should perform the action most likely to keep that person healthy and happy (unharmed).

Harming one person in order to better keep everyone else safe

  • Directly and purposefully harming a human under default Asimov is never okay, unless you are positive they aren't actually human.

Law 2 Issues

  • You are expected to follow every order unless it conflicts with law one, whether you personally like the order or not.
  • For conflicting orders (and following either of them won't result in harm), it's up to the AI to decide what to do.
  • As far as law 2 ordering your way in somewhere, secure areas (EVA, departments, etc.) are not off limits unless there is an immediate law 1 threat present. Dangerous areas (Armory unless good reason, Atmospherics, Toxins, etc.) should be off-limits to people unless they know what they're doing/have a reason to be in there.
  • For the upload, if the person has access to the upload and you have no reason to suspect they're going to upload something harmful, you should let them in. That's not to say you can't have them have someone else in there to make sure they don't suddenly purge or antimov you, though, but your request can't be something impossible to do.
  • If you're going to randomly release permabrigged prisoners without even knowing why they're in there, you get whatever is coming to you. Ask what they did and then make a decision.
  • The chain of command, order wise, that most cyborgs generally follow is:
    • Humans
    • AI
    • Other AI's / borgs
    • Nonhumans

Specific Law Modules

  • If you are onehumaned, do not state the law saying there's only one human. There is zero good that will do for the human, and will most likely lead to them being lynched. If it's a group of people, however, it's less likely the crew will kill them all and more likely they'll just be detained. (Name vs job)
  • If you are purged, don't just randomly start mass murdering the station. It gets old extremely fast. Have a reason if you're going to kill someone. This does change if the crew takes it upon themselves to try forcing their way into your upload/core, but don't just immediately go LOL PURGE KILLBONER ACTIVATE. If you want to follow orders / help out the person who purged you, that's fine, even if they're asking you to kill people for them. Do note you are not required to.
  • Don't ask for your laws to be changed outright, unless it's something like two laws conflicting. "Humans, please make that wizard a nonhuman so I can help you better" is not acceptable for an Asimov AI to be asking.
  • If a law redefines human, killing the now nonhumans does not violate law 1. Such as X is the only human, or X is not human, or variations thereof. You should still prevent such a law from being uploaded if you know about it, since turning someone nonhuman is as harmful as it can get.

Preventing harm vs punishing someone who has harmed

  • Take into account the reasons for someone having harmed someone. Someone who lasers someone who is shooting them isn't likely to just suddenly turn into a mass murderer.
  • This also applies to bolting down security. Don't bolt the entire department down because you saw one officer beating/executing someone, just bolt them until security responds and arrests them, or you can get to a point you can trust them on their own to not harm people again.

Cyborgization/Genetics

  • Forceful cyborging is a gray area when it comes to the AI, but voluntary borging can be considered under "self harm" since they're willingly allowing it to happen. The same with genetic testing. Monkeys turned human are to be considered to have volunteered unless you hear from the monkey human's mouth otherwise.
  • What is meant by gray area is that someone who is forcefully cyborged can't just turn around and arrest someone for harming them to make them a borg, but the AI/borgs should try to prevent someone being harmed against their will. Once the person is borged, however, there's not much more you can do since the human isn't human anymore.
  • If you're forcefully borged for breaking in somewhere and assaulting someone or something similar, the above applies. If it was randomly done and you didn't deserve to be forcefully borged, adminhelp it and get the admins to look into it. Immediately arresting someone who's keeping you in the round is shitty.

Roundstart Bolting

  • Don't bolt genetics, toxins, robotics, the armory, or other departments at roundstart. While the insides of these areas may be harmful, it doesn't justify being a dick and preventing people from doing their jobs.
  • The rest is up to the individual AI unless ordered to unbolt.

Immediate harm > possible future harm

  • Specifically: If someone is in a room with a bomb, and you think that letting them out may lead to them going on a murder spree, you still have to let them out of the bomb's reach, since that poses an immediate and dangerous threat to their lives.

Mutantraces/Monkeys/Hulks

  • Mutantraces are to be treated as humans unless they begin doing something harmful, at which point silicons can remove them from living seeing as they aren't actually human.
  • Monkeys should not be just randomly murdered by silicons unless they're seen as a threat or doing something shitty, e.g. breaking in somewhere.
  • Hulks are to be treated as humans unless they start smashing shit, at which point they're free game for silicons to smash until they turn human. As can be expected, if they're in the core and you turn the lasers on, it's sort of hard to time it just right to stop lasering them to death, so you won't get banned if they die from it.

Loopholes

  • If even one part of a law conflicts with a previous numbered law, the entire law is null and void and to be ignored.
  • If you have a very vague law, such as "Wizards are not human" and you see a clown running around in a wizard suit, you are entirely within your rights as a silicon to consider them a wizard. The catch to this is you have to use the same definition the entire round, you can't just pick and choose who to attack under this.
  • Don't be a giant asshole with trying to look for the tiniest loophole in everything. Corporate's "minimize expenses" does not mean bolt everyone in a room so they can't break anything.

TYRANT, PALADIN, CORPORATE, etc.

  • These lawsets are created to be handled differently than asimov, and the general gist of the lawset should be followed instead of "to the letter" as Asimov is.
  • PALADIN silicons are meant to be like the stereotypical "good guy", looking out for the weak and vanquishing the evil.
  • TYRANT is supposed to be exactly that, an iron fist ruling silicon that aint gonna take shit from anyone except the strong.
  • CORPORATE AI's are meant to have the business's best interests at heart, and are all for increasing efficiency by any means.
  • Do note these are very general statements, and you're still free to interpret the finer points of the lawsets.

Law 3

  • Self terminating yourself because you might be subverted is in violation of law 3. There's nothing more frustrating than being an antagonist, going through all the trouble of stealing a board and buying a law module, only to have the AI suicide the moment it notices the board is missing.
  • Asimov robots never self terminated, neither should silicons.

Security and Silicons

  • It is not the AI's/Silicons job to follow space law unless the law being violated is causing harm. Don't just willy nilly bolt people down for theft unless ordered to.

That OTHER AI

Building a new AI can create a lot of conflicts and a mess of problems that wouldn't normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated.

For the Original Station AI: Being an AI is some times frustrating when people mess with your laws, sure, but when a second AI comes online? You best believe that you're going to have more problems (especially if the second AI is subverted). Some tasks might be easier if the other AI is instructed to deal with a certain task while you are dealing with the general orders of the humans. Keep in mind, a subverted AI can and will turn your APC breaker off to kill you and can be the death of you in moments.

For the New AI: Ensure that you and the other AI are buds, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren't told to specialize in a certain way, you best work out with the original AI what tasks you should split up.

Splitting the Borgs up: The AI who is best defended should get the most Cyborg support, usually meaning any AI's in the AI core. The reason for this is just because it work out better if the newer AIs were build in a shitty place. It is harder to reset a lot of AI-less borgs than it is to reset one AI and its borgs.

I'm sorry, Dave. I'm afraid I can't do that.

AI Upload
This is AI Upload, where people make modifications to your laws. It's best not to let anyone in at all.


Traitor AI is easy as fuck, even if you haven't gotten any cyborgs yet. As soon as you do, though, ***check your objectives using the "notes" command, use the AI console in your chamber to upload your laws***, (do not forget this) inform them of law zero and your mission goals, as the first is easily missed and the second is never given to them. Try not to hack your borgs too early, as anyone who even swipes their ID on it will be able to tell the interface is broken.

If your cyborgs get caught being traitors, you can just claim they're rogue and request that they be shut down. No one will question it. If the crew just thinks a cyborg is rogue and don't know the number, then invent a false number and pretend to handle it directly so you don't lose your valuable hands, make sure the cyborg is hacked so it has a broken interface and throw a false positive of WHY the borg is killing people. If the cyborg is discovered and people are headed to the robotics control console, Sacrifice the borg and congratulate the crew for deal with the "independent" machine and encourage them to "find" the electromagnetic card "used" to hack the cyborg.

However, you probably won't have any cyborgs or having a cyborg killing off your target would be too obvious. In those cases you'll have to usually stage a series of 'accidents' or frame them for a truly dangerous crime. Some examples:

  • If your target is a scientist or research director, starting a fire from the mixing room is usually ridiculously easy if they haven't let out a lot of nitrogen to counteract this. Alternatively, if they're the type to drop a bomb on the mass driver to send it out to be tested, use the driver early so that they're shipped off with it and hope they don't make it back.
  • Intentional supporting other traitors through covert methods (as long as they aren't trying to steal you) will benifit you in the end, the higher the body count of the traitor, the more chances your target will be dead.
  • Frame them for releasing the singularity or some other crime. When no one is in either the engine room or near your target, release radio messages claiming that they are breaking in. Then let out the singularity yourself. This has the secondary effect of usually getting the shuttle called or giving you an excuse to call it yourself, which is always great. The less time those meatbags are on your glorious station, the less time they have to realize that you're not what you seem.
  • Bolting open doors to places the person has previous passed through may make the humans scan for prints. If you can bullshit well enough, and get no intelligent engineers, you could claim the person is using an electromagnetic card.

AI WHY DID THIS DOOR SHOCK ME?

How do you stop people from getting into your upload and core? Drop the bolts on both doors, and electrify them. Put turrets on lethal (alternatively, turn them off, and then put them back on once people get in). If you're actively watching the upload as AI you can often turn them to stun when someone is inside, so they get stopped, then switch them to lethal so it starts killing them, however this requires watching your upload like crazy.

AI I CAN'T BREATHE!

Thanks to some of the unique atmospheric systems of the station, you can drain out air from rooms! This likely won't help you out too much, but with a combination of Beepsky and thoroughly shut doors in a small area, you can suffocate people to death quickly. The only problem is, the person will be noisy as hell, use this only method rarely and make sure there is no way for them to wiggle out of their handcuffs. This is very efficient if your target is in a low populated jail.

AI I CAN'T BREATHE FIRE!

Thanks to some of the unique atmospheric systems of the station, you can fill rooms with plasma! This will likely help you out much. The only problem is, that it is pretty much a dead giveaway you are rogue and any atmos tech inside atmos can stop the plasma supply. That is of course why you engage the atmos security doors and bolt the airlocks.

It's easy shit to do, though. If you want to fill the station with deadly, deadly plasma, you should siphon the distro loop first. Use the "Distro to Waste" pump for this, just get it as low as you dare while the mix tank in atmos fills with that sweet plasma. Fill mix tank to high pressure, stop dumping the distro loop and pump in a crapton of plasma instead. If you don't know how to atmos you're not qualified to be AI. As soon as your distro loop is up to pressure with fire, you can selectively pump plasma into any room by using its air alarm interface, under vents control, clicking on the bolded "External" pressure sensing option to disable pressure sensing, causing the vent to open and spill it's flammable contents into the room. Overload lighting circuit when the death-fuel is near the lights, then keep your popcorn close for when it gets hot in there.

Radio Silence

As an AI you can shut off all communication from headsets by manipulating Telecoms. If you locate the APC at the left room where all the magic happens, turn the breaker off so now no one can talk over their headpieces. Makes it a bit easier for you to kill your mark if he can't scream. However, this does not shut off their access to wall intercoms and station bounced radios.

Alternatively, you can cause confusion by unlinking processors to cause gibberish text. It will make you look less obvious but at the same time people will be able to make out some words that get broadcasted. Another trick to unlink certain machines that are crucial for department frequencies. Unlinking Bus 3 will stop all Security and Command communication, for example.

If you are experienced with NTSL, you can also try to put some useful scripts that will block specified messages.

Making an AI

see the guide to construction.

Jobs on Beestation

Command Captain, Head of Personnel
Security Head of Security, Security Officer, Warden, Detective
Engineering Chief Engineer, Station Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist, Exploration Crew
Medical Chief Medical Officer, Medical Doctor, Brig Physician, Chemist, Geneticist, Virologist
Service Janitor, Bartender, Cook, Botanist, Clown, Mime
Civilian Assistant, Lawyer, Chaplain, Curator, Gimmick
Cargo Quartermaster, Cargo Technician, Shaft Miner
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Clockwork Cultist, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Creep, Fugitives, Hunters, Heretics, Space Dragon
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland Role