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	<id>https://RV666.asuscomm.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Alexsen</id>
	<title>SS220 Paradise EX - Вклад участника [ru]</title>
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	<updated>2026-04-11T17:45:45Z</updated>
	<subtitle>Вклад участника</subtitle>
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	<entry>
		<id>https://RV666.asuscomm.com/wiki/index.php?title=%D0%A1%D0%BC%D0%BE%D1%82%D1%80%D0%B8%D1%82%D0%B5%D0%BB%D1%8C&amp;diff=4945</id>
		<title>Смотритель</title>
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		<updated>2020-08-24T13:25:39Z</updated>

		<summary type="html">&lt;p&gt;Alexsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|colour = BA5656&lt;br /&gt;
|hcolour = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|img = generic_warden.png&lt;br /&gt;
|jobtitle = Warden&lt;br /&gt;
|access = [[Armory|Armoury]], [[Security Office|Security]], [[Brig]] Timers, [[Warden's Office]], [[Prison Wing]], [[Maintenance]]&lt;br /&gt;
|difficulty = Очень сложно&lt;br /&gt;
|duties = Следите за тем, чтобы арестованные не сбежали, выдавайте оружие охране, командуйте Бригом.&lt;br /&gt;
|superior = [[Глава Охраны]]&lt;br /&gt;
|guides = [[Guide to Security]], [[Space Law]], [[Riot Control]], [[Security Items]]&lt;br /&gt;
}}&lt;br /&gt;
{{JobSecurity}}&lt;br /&gt;
The '''Warden''' is a member of the security staff, '''responsible for the Brig and the prisoners'''. They have also has access to the armoury and is responsible for handing out equipment. They have control over the [[Brig]] and the [[Prison Wing]]&lt;br /&gt;
&lt;br /&gt;
=Required Knowledge=&lt;br /&gt;
&lt;br /&gt;
Out of Character wise: '''Read the rules carefully before playing as a member of Security.'''&lt;br /&gt;
&lt;br /&gt;
In Character wise: As the person responsible for processing prisoners, you are expected to have a '''good knowledge of [[Space Law]]'''. '''Failing to brig people for the correct times, or brigging people for non-existent crimes may result in a job ban.'''&lt;br /&gt;
&lt;br /&gt;
You'll need to be able '''to operate the cells, as well as know the weapons in the armoury.''' If you don't know the difference between an egun and an ion rifle, and when to use either, you should play security officer and ask for a demonstration from the warden when it's quiet.&lt;br /&gt;
&lt;br /&gt;
Like all security roles, '''robustness is required'''. You'll mostly be dealing with unruly prisoners as the Warden however, so extreme combat ability is not required. &lt;br /&gt;
&lt;br /&gt;
Some medical knowledge may be helpful, but is not required - the [[Brig Physician]] can handle that, but they are not always present.&lt;br /&gt;
&lt;br /&gt;
For Standard Operating Procedure for this role and other security roles, please see [[Standard_Operating_Procedure_(Security)#Warden|Standard Operating Procedure (Security)]].&lt;br /&gt;
&lt;br /&gt;
For Standard Operating Procedure when processing criminals, please see [[Legal_Standard_Operating_Procedure|Legal Operating Procedure]].&lt;br /&gt;
&lt;br /&gt;
=Things to Know=&lt;br /&gt;
As a '''Warden''', you have full control over the entirety of the [[Brig]]. Other than that, you are on the same level as [[Detective|everyone]] [[Brig Physician|else]] [[Security Pod Pilot|in]] [[Security Officer|Security]]. You report to the [[Head of Security]] just like every other officer. The only difference is that you are expected to take over should the Head of Security become unavailable. Additionally, you are authorized to issue permanent brig sentences.&lt;br /&gt;
&lt;br /&gt;
Have an advanced knowledge of [[Space Law]]. There aren't many people who want to be brigged for no reason, and ''nobody'' wants to be Add to dictionary without due cause. If necessary, you might even need to release a prisoner for being held unlawfully. Note that you have digression when it comes to legal representation for prisoners, as well as guests.&lt;br /&gt;
&lt;br /&gt;
Try not to rely on your Taser or Baton too much, seeing as the most prisoners will already be handcuffed. Additionally the flash built in to each cell will subdue an opponent long enough to cuff/buckle them. A prisoner should be buckled and flashed when removing handcuffs. Your sec HUD will be invaluable in making sure that they are marked accordingly when detained or released.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
To help your Warden-ing ways, grab a pair of cuffs (for prisoner transportation) that are in a box in the armoury, and a stun baton. You already have a Taser and a pair of HUDsunglasses. Several portable flashers are in the armoury. These CAN and will be useful in securing the brig during attacks. Make sure no one gets your ID, and you know who the [[Head of Security]] is, as you need to defend your equipment from would-be thieves. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Watch Hound=&lt;br /&gt;
Half of your job is to look after the prisoners; make sure they aren't abused or given [[Space Law|unfair sentences]] and that they [[Traitor|don't escape]]. The other half of your job is to arm security with weapons in [[Standard Operating Procedure#Alert_Levels| emergencies]]. You are not a [[Security Officer]] and should not leave the brig if possible. Ensure the prisoners are given the right amount of time and are let out when they have done their time.&lt;br /&gt;
&lt;br /&gt;
If you have no prisoners to watch out for, you should be coordinating your officers over your radio channel, checking cameras when people call for help, and updating arrest records. Your fellow officers will appreciate your help in sending them where they can make a difference. You should also do a role call every so often, to make sure that all your officers are still alive and well. You have the opportunity to make Security run like a well-oiled machine.&lt;br /&gt;
&lt;br /&gt;
Also make sure you keep track of what's in the armoury. You start with a list of everything in the armoury and should keep track of who and what's being taken and there reason why.&lt;br /&gt;
&lt;br /&gt;
===Don't Sit Around===&lt;br /&gt;
Sitting at your desk is alright, but you should make sure to scan the cell blocks every once in a while to make sure no one is hurt in the cells, or there are any areas of break in. Your job is to protect all of security from people busting in, or out. A quick sweep every few minutes should be fine, being a warden is a mostly relaxing job, but maintaining order and security within the [[Brig]] is an essential part, if not '''the''' main point, of your job. &lt;br /&gt;
&lt;br /&gt;
If you are going to sit around, it may be worthwhile to update the security records for your prisoners. Seriously. Update the security records. As you have, generally, the most sedentary job in security, most bureaucracy falls to you. See [[Example Paperwork]]. The [[Detective]] however, should be keeping dossiers on cases and processing evidence; if there is contraband and weapons strewn about processing, with no paper trail as to how or why, remind him of this. There are evidence bag boxes in the SecTech machines if the ones in processing run out.&lt;br /&gt;
&lt;br /&gt;
When the time comes, either in the form of a code red situation, or a level-5 or level-3 biohazard, you will need to distribute gear to officers. If the AI is rogue, give the ion rifle to the person the HoS directs you to. In the event of a Blob outbreak or Terror Spider outbreak, distribute the lasers, hardsuits, and bio-suits. Tear gas and riot suits/shields will protect officers during violent uprisings. [[Internal Affairs]] and the [[Magistrate]] are not a formal part of Security and should not be armed unless you are directed to do so by the [[Head of Security]] or higher.&lt;br /&gt;
&lt;br /&gt;
===Clearance Level Check===&lt;br /&gt;
&lt;br /&gt;
Remember: Security personnel are not allowed armoury weapons other than Tasers on code green with the exception of a [[Blob|pressing emergency]]. Even on code blue, Lethal weapons require authorization from the Head of Security or higher. Non-security personnel require a '''signed and stamped''' permit from the Head of Security or [[Captain]]. Remember, as per SOP, the HoS has the final say in armoury management, overruling even you. He is not however, immune to the SOP clause prohibiting him from emptying the armoury into their bag.&lt;br /&gt;
&lt;br /&gt;
Similarly, remember, nobody other than yourself, the Head of Security, and the Captain are allowed into the armoury. Anyone else entering the armoury entering the armour without explicit permission (barring exceptional circumstances) should be charged with major trespass. Anyone breaking into the armoury from space (happens more than you might think) should be charged with B&amp;amp;E of a restricted area. Under Space Law, unauthorized personnel in the armoury are to be considered armed and dangerous, and subdued with the appropriate caution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prisoner Management==&lt;br /&gt;
When a detainee is brought in they need to be searched and have their status set to &amp;quot;Incarcerated&amp;quot;, preferably in the cells or in processing. Do not lose track of their items.  If they have not already been informed of their charges and sentence, do so then. Their timer should be set as soon as possible, and any non-contraband should be put in the cell locker. Do '''NOT''' strip them of their shoes, uniform, headset, PDA, or ID, unless they have brig access. Buckle them to the cell's bed, make sure you are no longer grabbing/pulling them, and remove their cuffs; have your flash/baton in the other hand. Stun them, pick up the cuffs, and exit the cell. Should the prisoner need non-life-threatening medical aid, do so now. If they're records have not been updated to reflect their crimes, do so now with your HUD.&lt;br /&gt;
&lt;br /&gt;
Note that if the prisoner is critically injured, simply remove their bag, empty their pockets, and get them to the [[Brig Physician]]. Whilst they are being treated, start their cell timer and update their records. Once treated, process as normal.&lt;br /&gt;
&lt;br /&gt;
===Permanent Prisoners/Executions===&lt;br /&gt;
If the prisoner has been sentenced to a permanent sentence, cyborgification, or execution see [[Legal_Standard_Operating_Procedure|Legal Operating Procedure]] for detailed proceedings. '''YOUR''' role can be summarized as follows:&lt;br /&gt;
&lt;br /&gt;
If the prisoner has not yet been made aware of their sentence, do so. Remove their Items and clothing and change them into prison scrubs and orange shoes. Their ID is to be terminated by the HoP or Captain, and their PDA, uniform, tools, bag, shoes, and other belongings placed in a prison locker (The ones fore of interrogation, '''NOT''' the ones in the cells). They are to be given their terminated ID and headset with general, non-departmental, comms (This can be achieved by clicking on their headset with a screwdriver). Giving them a tracking implant is often a good idea, '''especially''' if they are receiving a permanent sentence. Make sure the records are updated and take them to the prison wing for permanent sentences, or to the designated location for the execution(Usually the transfer center of firing range), as directed by the HoS. If the sentence is to be delivered outside of the brig, such as exile or cyborgization, it is best to hand them over to HoS. Having the [[Brig Physician]] morgue them after you put them in a '''PROPERLY LABELED''' body bag is ideal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{JobsTable}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Alexsen</name></author>
		
	</entry>
	<entry>
		<id>https://RV666.asuscomm.com/wiki/index.php?title=%D0%A1%D0%B2%D1%8F%D1%89%D0%B5%D0%BD%D0%BD%D0%B8%D0%BA&amp;diff=4944</id>
		<title>Священник</title>
		<link rel="alternate" type="text/html" href="https://RV666.asuscomm.com/wiki/index.php?title=%D0%A1%D0%B2%D1%8F%D1%89%D0%B5%D0%BD%D0%BD%D0%B8%D0%BA&amp;diff=4944"/>
		<updated>2020-08-24T13:19:38Z</updated>

		<summary type="html">&lt;p&gt;Alexsen: Перевод статьи.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|colour = C66B2D&lt;br /&gt;
|hcolour = white&lt;br /&gt;
|stafftype = SERVICE&lt;br /&gt;
|img = Generic_chaplain.png&lt;br /&gt;
|jobtitle = Chaplain&lt;br /&gt;
|access = [[Chapel]], [[Morgue]]&lt;br /&gt;
|difficulty = Легкая&lt;br /&gt;
|superior = [[Глава персонала]]&lt;br /&gt;
|duties = Проводить службы и похороны, кремировать людей, консультировать команду.&lt;br /&gt;
|guides = Нет руководства&lt;br /&gt;
}}&lt;br /&gt;
{{JobService}}&lt;br /&gt;
&lt;br /&gt;
Также известная как '''советник''', роль священника заключается в оказании психологической поддержки экипажу, который в ней нуждается. Кроме вашего офиса, крематория и морга, у вас нет доступа.&lt;br /&gt;
&lt;br /&gt;
Очень важно использовать радио для вызова людей в [[Chapel|часовню]], потому что в остальном она менее посещаема, чем [[Library|библиотека]].&lt;br /&gt;
&lt;br /&gt;
==Обязанности==&lt;br /&gt;
Каждый священник волен придумывать детали своих ритуалов.&lt;br /&gt;
&lt;br /&gt;
*'''Похороны''': у вас есть запас гробов, которые вы можете использовать для поминок и космических захоронений (that is, launching them out of the mass driver). Некоторые сотрудники ценят поминки для друзей и близких.&lt;br /&gt;
&lt;br /&gt;
*'''Психологическая помощь''': сюда входят консультации, фармацевтические препараты (проконсультируйтесь с химиком) и признание. У вас есть исповедальня; вы с исповедником заходите в разные комнаты и включаете радиотерминалы. Большинство членов экипажа редко, если вообще когда-либо, подвергаются психологической помощи по собственной инициативе; предлагать помощь, когда кто-то выглядит обеспокоенным. Чаще всего во внимании нуждаются заключенные.&lt;br /&gt;
&lt;br /&gt;
*'''Церковные службы''': читать проповеди и петь гимны. Не стесняйтесь придумывать их, просто старайтесь, чтобы это было относительно разумно.&lt;br /&gt;
&lt;br /&gt;
*'''Другие возможные действия''': Привлечение новых помощников и паладинов, посвящение мехов, гравитационные сингулярности, психические исследования и сеансы, а также паломничества в различные места.&lt;br /&gt;
&lt;br /&gt;
==Религии==&lt;br /&gt;
Если вы решите пойти по религиозному пути, к наиболее распространенным религиям, одобренным NanoTrasen, в 2556 году относятся:&lt;br /&gt;
&lt;br /&gt;
*Аколизм; объединение многих основных религий Земли.&lt;br /&gt;
*Технологизм; вера в то, что роботы и киборги святы.&lt;br /&gt;
*Орден Великой Дамы; вера в то, что человечество наделено знаниями и амбициями, присущими огромному драконоподобному пришельцу, которого мы сейчас называем леди Эльзара.&lt;br /&gt;
&lt;br /&gt;
Однако вы можете распространять любые известные вам современные религии или даже изобретать свою! Просто убедитесь, что это не противоречит NanoTrasen и его ценностям, иначе вы вполне можете попасть в тюрьму.&lt;br /&gt;
&lt;br /&gt;
==Thanatology==&lt;br /&gt;
The Mass Driver's primary purpose is for burials-at-space; wooden caskets are provided for this purpose. Caskets function likes lockers; place the body in the casket, give a eulogy (over the radio if no one is present), move the casket into the driver and fire it.&lt;br /&gt;
&lt;br /&gt;
Note that some crew members may seek to use the Mass Driver as a way to exit the station into space. This should generally not be allowed without very good explanation.&lt;br /&gt;
&lt;br /&gt;
The Crematorium is used to turn bodies into ash. Remember to strip the body before cremating it.&lt;br /&gt;
&lt;br /&gt;
==Propitiating the [[Administrators|Gods]]==&lt;br /&gt;
The Pray command is like an adminhelp, but is In-Character, and should be worded deferentially (e.g. &amp;quot;Oh Great and Wise Pelor, please grant your humble servant...). It is advised that you only pray later in the round; the gods have a habit of ignoring early prayers. &lt;br /&gt;
&lt;br /&gt;
Prayers are more likely to be answered if they are somehow thematically appropriate: wishing for an RCD for no apparent reason is unlikely to be fulfilled, but praying for, say, a divine mission or the tools to complete such are more amusing to the gods.&lt;br /&gt;
&lt;br /&gt;
You have candles and crayons in your locker. Candles can be set anywhere and lit (they eventually burn down). Crayons can be used to draw runes (commonly placed in front of the podium), as well as graffiti (not really your style) and letters (allowing you to write out messages across the ground).&lt;br /&gt;
&lt;br /&gt;
Do not expect any prayers to be answered. Gods are fickle beings. Nobody knows what they are going to do next in their great designs.&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
===Your Book===&lt;br /&gt;
You begin the shift selecting your god, religion name, and holy book appearance. It can also hold a small number of items in it.&lt;br /&gt;
&lt;br /&gt;
Striking someone with it has a chance of either healing or causing brain damage. Try not to do with without good reason. Hitting someone on the head with a book is not considered normal behaviour by any means. Additionally, striking a tank of water can bless it, converting the water inside to holy water.&lt;br /&gt;
&lt;br /&gt;
If someone were to fart on it, they'd likely invoke the wrath of whatever deity you worship.&lt;br /&gt;
&lt;br /&gt;
===Crusader Armor===&lt;br /&gt;
A  dated suit of plate armor that was previously used as part of a holy crusade. Provides decent armor.  Wearing this armor will slightly slow your movement speed.&lt;br /&gt;
&lt;br /&gt;
===Null Rod===&lt;br /&gt;
An odd item that is said to repel the evil magic of [[Cult|Occult Gods]]. Made entirely out of obsidian, the rod will reveal and dispel runes, and protect the wielder from them. Using on a brainwashed cultist has a chance of reverting them, doing nothing, or hitting them. Use it wisely. It's also a good melee weapon in general, should you come to need it. It's possible to turn it into a different artifact. Simply use it in your hand to transform it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;text-align: center; background-color: #F8EEE6;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight: bold; text-align: center; background-color: #C66B2D; color: white;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 150pt; center;&amp;quot; |Object&lt;br /&gt;
| style=&amp;quot;width: 400pt; center;&amp;quot; |Description&lt;br /&gt;
| class=&amp;quot;unsortable&amp;quot; |Special Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Nullrod.png]]&lt;br /&gt;
Null Rod&lt;br /&gt;
|The old classic. Does nothing special, really.&lt;br /&gt;
|15 damage/hit, disrupts vampire powers on hit, grants wielder immunity to some cult magic, does 25 extra damage and nullification to revenants. Tiny item. All variants below also have these properties, except where noted on the variant.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Disintegrate.png]]&lt;br /&gt;
God Hand&lt;br /&gt;
|A glowing, fiery, red gift from the gods. You won't drop this one.&lt;br /&gt;
|Does burn damage instead of brute. Undroppable.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Godstaff_blue.png]]&lt;br /&gt;
Blue Holy Staff&lt;br /&gt;
|A blue staff. Doesn't hurt as much as a null rod, but can be used to parry blows in combat.&lt;br /&gt;
|5 brute damage. 50% melee block chance. Huge item.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Godstaff_red.png]]&lt;br /&gt;
Red Holy Staff&lt;br /&gt;
|A red staff. Doesn't hurt as much as a null rod, but can be used to parry blows in combat.&lt;br /&gt;
|5 brute damage. 50% melee block chance. Huge item.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Claymore.png]]&lt;br /&gt;
Holy Claymore&lt;br /&gt;
|A weapon fit for a crusade! A sword capable of blocking hits in combat.&lt;br /&gt;
|30% melee block chance, sharp. Bulky, Back or Belt slot item.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cultblade.png]]&lt;br /&gt;
Dark Blade&lt;br /&gt;
|Spread the glory of the dark gods! A sword capable of blocking hits in combat.&lt;br /&gt;
|30% melee block chance, sharp. Bulky, Belt slot item.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chainswordon.gif]]&lt;br /&gt;
Sacred Chainsaw Sword&lt;br /&gt;
|Suffer not a heretic to live. A sword capable of blocking hits in combat.&lt;br /&gt;
|30% melee block chance, sharp. Bulky, Belt slot item.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Swordon.gif]]&lt;br /&gt;
Force Weapon&lt;br /&gt;
|Outfitted with a long-lasting battery. A sword capable of blocking hits in combat.&lt;br /&gt;
|30% melee block chance, sharp. Bulky, Belt slot item.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Katana.png]]&lt;br /&gt;
Hanzo Steel&lt;br /&gt;
|Capable of cutting clean through a holy claymore. A sword capable of blocking hits in combat.&lt;br /&gt;
|30% melee block chance, sharp. Bulky, Back or Belt slot item.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Multiverse.gif]]&lt;br /&gt;
Extradimensional Blade&lt;br /&gt;
|Once the harbringer of a interdimensional war, now a dormant souvenir. Still sharp though. A sword capable of blocking hits in combat.&lt;br /&gt;
|30% melee block chance, sharp. Bulky, Belt slot item.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Swordred.gif]]&lt;br /&gt;
Dark Energy Sword&lt;br /&gt;
|Woefully ineffective when used on steep terrain. Still sharp though. A sword capable of blocking hits in combat.&lt;br /&gt;
|30% melee block chance, sharp. Bulky, Belt slot item.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cutlass.gif]]&lt;br /&gt;
Nautical Energy Sword&lt;br /&gt;
|Convincing HR that your religion involved piracy was no mean feat. A sword capable of blocking hits in combat.&lt;br /&gt;
|30% melee block chance, sharp. Bulky, Belt slot item.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sword.gif]]&lt;br /&gt;
Light Energy Sword&lt;br /&gt;
|If you strike me down, I shall become more robust than you can possibly imagine. A sword capable of blocking hits in combat.&lt;br /&gt;
|30% melee block chance, sharp. Bulky, Belt slot item.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bostaff.png]]&lt;br /&gt;
Monk's Staff&lt;br /&gt;
|A long, tall staff made of polished wood. Traditionally used in ancient old-Earth martial arts, now used to harass the clown. Can block blows.&lt;br /&gt;
|40% melee block chance, bulky item, 13 damage/hit.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sord.png]]&lt;br /&gt;
UNREAL SORD&lt;br /&gt;
|Don't. Just....don't.&lt;br /&gt;
|4.1 damage/hit, Belt slot item.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scythe.png]]&lt;br /&gt;
Reaper Scythe&lt;br /&gt;
|Ask not for whom the bell tolls... Better at penetrating armor, but can't block.&lt;br /&gt;
|35 armor penetration, bulky, sharp, back slot item.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hfrequency.png]]&lt;br /&gt;
High Frequency Blade&lt;br /&gt;
|Bad references are the DNA of the soul. Better at penetrating armor, but can't block.&lt;br /&gt;
|35 armor penetration, bulky, sharp, back slot item.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Talking_sword.png]]&lt;br /&gt;
Possessed Blade&lt;br /&gt;
|When the station falls into chaos, it's nice to have a friend by your side. Yes, this sword talks. Better at penetrating armor, but can't block.&lt;br /&gt;
|35 armor penetration, bulky, sharp, back slot item. Allows a ghost to inhabit the blade, giving you a companion.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hammer.png]]&lt;br /&gt;
Relic War Hammer&lt;br /&gt;
|No additional functionality to the normal null rod.&lt;br /&gt;
|Huge, Belt slot item.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chainsaw.gif]]&lt;br /&gt;
Chainsaw Hand&lt;br /&gt;
|Good? Bad? You're the guy with the chainsaw hand. Permanently turns your hand into a chainsaw. There are no drawbacks to this.&lt;br /&gt;
|Sharp, undroppable.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Honkrender.png]]&lt;br /&gt;
Clown Dagger&lt;br /&gt;
|Used for absolutely hilarious sacrifices. Honk.&lt;br /&gt;
|Sharp.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chain.png]]&lt;br /&gt;
Holy Whip&lt;br /&gt;
|What a terrible night to be on Space Station 13.&lt;br /&gt;
|27 brute damage to shadowlings. Belt slot item.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fedora.png]]&lt;br /&gt;
Athiest's Fedora&lt;br /&gt;
|The brim of the hat is as sharp as your wit. Throwing it at someone would hurt almost as much as disproving the existence of God.&lt;br /&gt;
|25 damage when thrown. It is also a hat.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Arm_blade.png]]&lt;br /&gt;
Dark Blessing&lt;br /&gt;
|Particularly twisted deities grant gifts of dubious value. You can't drop this unless you lose your hand.&lt;br /&gt;
|Undroppable, sharp, looks like changeling armblade, gets you suspicious looks from security.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Carpsie.png]]&lt;br /&gt;
Carp-Sie Plushie&lt;br /&gt;
|An adorable stuffed toy that resembles the god of all carp. Activate it to recieve the blessing of Carp-Sie and never be attacked by wild carps.&lt;br /&gt;
|13 damage/hit. Once used, space carp will ignore you. This effect expires if you are cloned.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Crysknife.png]]&lt;br /&gt;
Arrythmic Knife&lt;br /&gt;
|They say fear is the true mind killer, but stabbing them in the head works too. Slows you down and speeds you up randomly.&lt;br /&gt;
|Randomly increases/decreases your speed. Sharp, Huge item.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pitchfork.png]]&lt;br /&gt;
Unholy Pitchfork&lt;br /&gt;
|Holding this makes you look absolutely devilish.&lt;br /&gt;
|Sharp. Normal size item.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rosary.png]]&lt;br /&gt;
Prayer Beads&lt;br /&gt;
|Using these to pray near someone will have a chance to heal them or disturb their powers if they're a vampire. Can also deconvert cultists.&lt;br /&gt;
|Usable only by Chaplain/ERT. After 15 seconds of using this on a non-moving target, it deconverts cultists, nullifies vampires, and heals 5 brute/oxy/burn/fire. Also steadily nullifies the power of any vampire within 5 tiles of you as long as it is held. This item is extremely powerful when used to aid sec during cult rounds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Baguette.png]]&lt;br /&gt;
Prayer Bread&lt;br /&gt;
|A staple of worshipers of the Silentfather, this holy mime artifact has an odd effect on clowns.&lt;br /&gt;
|As Prayer Beads, except that when held, it does not progressively nullify the powers of vampires in the area. Instead, it nullifies the power of clowns, silencing them and draining them of color. This ability only works on roundstart clowns.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Salt.png|64px]]&lt;br /&gt;
Holy Salt&lt;br /&gt;
|A salt shaker with 'holy' salt. using it alerts ghosts. Also makes you salty over that you could have taken something practical.&lt;br /&gt;
|Allows you to call ghosts to you.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
The chapel is a relatively secluded part of the station, and odds are the AI won't be keeping an eye on it. You can drag around bodies, as well as both space and cremate bodies without looking suspicious. It's your job, after all. You also have access to a reasonably powerful set of armor that you won't look suspicious wearing, and a good melee weapon that you're allowed to carry.&lt;br /&gt;
&lt;br /&gt;
You've also got easy access to the library- Combined with an [[Syndicate_Items#Cryptographic_Sequencer | emag]], this will allow you to print arcane tomes. Whilst not directly useful to you, this can throw off security's attention, and potentially earn yourself a place on the security team if they suspect a [[cult]].&lt;br /&gt;
&lt;br /&gt;
The chaplain also has access to three specialized items restricted to his role. His Grace, a toolbox that grants projectile immunity and gains damage with every kill, the Missionary Starter Kit, which allows the chaplain to temporarily mindslave personnel over a distance, and the voodoo doll that allows you to mess with people from any distance.&lt;br /&gt;
&lt;br /&gt;
{{JobsTable}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Alexsen</name></author>
		
	</entry>
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