Space Ninja: Difference between revisions

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Some abilities are accessible under the 'Ninja Equip' tab, and others may be found under 'Ninja Ability'. All are accessible as command-line verbs.
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. You can still be moused over, and thus attacked.
* Phase Cloak: Renders you invisible. You can still be moused over, and thus attacked. Cost: about 1% energy per second cloaked
* Phase Jaunt: Teleports you up to nine squares ahead in the general direction you're facing. 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 wounded. Cost: 10% power
* Phase Jaunt: Teleports you up to nine squares ahead in the general direction you're facing. 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 wounded. Cost: 10% energy
* EM Burst: Creates a 4-square strong, 6-square weak electromagnetic pulse. EMP disables radios, cameras, energy-based weaponry and hurts silicons. Cost: 25% power
* 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. These deal thirty brute damage and embed into people when thrown, inflicting further damage over time. Cost: 1% power
* Create Throwing Star: 3D-prints a permanent throwing star of the same sort a traitor can purchase. 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.
* 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!
* 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.
* 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 is not listed under either tab, and can be accessed by right-clicking a player. It entangles them in an energy net which will after about thirty seconds teleport them to ninja prison. They and others can attack the energy net and remove it during this period, so make sure to restrain or sedate them beforehand.
* Energy Net: This ability is not listed under either tab, and can be accessed by right-clicking a player. It entangles them in an energy net which will after about thirty seconds teleport them to ninja prison. They and others can attack the energy net and remove it during this period, so make sure to restrain or sedate them beforehand. Cost: 20% energy


===Your Objectives===
===Your Objectives===

Revision as of 19:04, 8 May 2015

This page needs revising!

The following page is out of date and/or needs to be revised. If the page's guide needs revision, see here for an example.
The revision reason is: "Ninja code is being updated, it's not possible to pocket batteries."



ELITE STAFF

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

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.

Welcome to the Spider Clan!

Overview

If you're 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.

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 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.

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.

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 waist. 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'. 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 C4 and a flashlight in your pockets, an emergency oxygen tank on your belt, and a C02 jetpack on your back. There are night vision goggles on your face.

By default, you speak in the broken engrish of Space Ninjas, hwicho sounds sometingu rike this. To become more intelligible, you can use the voice-changing function of your ninja mask by clicking the applicable button at the top-left of your screen.

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, power cell, 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. 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.

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. You can still be moused over, and thus attacked. Cost: about 1% energy per second cloaked
  • Phase Jaunt: Teleports you up to nine squares ahead in the general direction you're facing. 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 wounded. Cost: 10% energy
  • 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. 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 is not listed under either tab, and can be accessed by right-clicking a player. It entangles them in an energy net which will after about thirty seconds teleport them to ninja prison. They and others can attack the energy net and remove it during this period, so make sure to restrain or sedate them beforehand. Cost: 20% energy

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:

  • 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 you may have to do it yourself, or coerce someone into doing it. Sometimes your mere presence will start research; eg. "NINJA ON STATION, R&D START WORK ON LASER CANNONS."

To steal the research, simply click the RnD Terminal with special interaction enabled and you will automatically download the research. This takes a while.

  • 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: 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

  • You can drain APCs and render them inoperable. Depending on if you're employed by Nanotrasen or the Syndicate, this may be strategically useful.
  • You gain the most power per tick from highly-charged SMES units.
  • Darkness is your ally. Those night vision goggles on your face work wonders.
  • 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. You aren't able to heal toxin damage without undergoing the lengthy and vulnerable process of de-initializing and removing your Ninja suit, since anti-toxin only comes in the form of pills, patches and syringes, none of which may be applied through your suit.
  • Your energy katana doesn't stun on the first hit, but your hands do. Touch someone with any intent except harm to shock them, removing 10% of your suit's energy but inflicting burns and a stun.
  • Eating requires you de-initialize and remove your suit. 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.


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