Traitor

The following is a tutorial on the basics of treachery -- for the game mode, click here.

An unpaid debt. A score to be settled. Maybe you were just in the wrong place at the wrong time. Whatever the reasons, the Insurgency has selected you to infiltrate Site-53. Your objectives is whatever the hell they tell you to do, but at the end, you're the one calling the shots here, it's not like they'll send over a strike team if you cause enough chaos...  ....right? Time to put on your big boy pants, read up on your objectives and do whatever it takes. Or don't. It's up to you.

The Basics
As a Traitor, you spawn normally as whatever job you would have been given otherwise, with an uplink that contains your objectives and is used to teleport in mission-critical equipment and to purchase Syndicate items to help you in your work. By default, your uplink is your PDA; using the Tax Quickly app, change your ID to the given code to open the store and objective selection, but remember to lock it when you're done, or don't, if you want to summon a revolver in your hand while being questioned for being soaked in blood.

Depending on the job you start with, your objectives might be easier or harder. If you're particularly robust and start as a job with the right tools, you might not even need to buy Traitor items.

Note that when the AI is selected as a traitor, it gets its own unique tools and mechanics. Read up on Malfunction if you're looking to become the next Skynet.

If you complete enough objectives (counted with the amount of reputation you receive from them), you'll earn your greentext (that is, a green "Success" message).

As an antagonist, you're exempt from most non-OOC server rules (things like OOC in IC, ERP, and metacomms will still get you banned). Want to murder the entire crew in the hallways, destroy the SD's office, and send the station careening into a hellscape of blood and terror? You have a license to grief! Just keep in mind that rushing to end the round instead of taking the time to enjoy the opportunity will probably get you yelled at by most of the other players, and other traitors might not appreciate you getting in their way.

After you've familiarized yourself with robusting, it’s time to start sowing discord and chaos.

Code Words
To help their field agents conspire against The Foundation, the Insurgency issues all traitors aboard a station a set of code words, including phrases and responses. Any time somebody speaks a code word over the radio or in person, the words will be highlighted for all other traitors. If you see somebody say a code word and want to try finding an ally, say something using a response phrase to subtly tell them whose side you're on.

Try to make your phrase usage sound natural! Instead of just shouting them out, find a way to naturally work them into a sentence, such as asking a bartender over public radio to prepare you a drink whose name is a code word. If you're using a response phrase, you don't need to word it such that it's a response to a code word; simply saying it in any context will get the message across.

Unlike blood brothers, solo antags using code words are NOT obligated to assist each other. Trying to find an ally is always a risk; your fellow traitors might genuinely be looking for partners, or they might just want to backstab you for your telecrystals and traitor loot. However, the payoff can be rich, as one traitor can remove solid telecrystals from their uplink and give them to another to purchase rare and dangerous tools that cost more than 20TC. If you find a reliable partner in crime, you can unleash true chaos onto the station!

You're completely allowed to betray and kill other solo antags, even if they think you're working with them. It's a dick move, but being a dick is what the Chaos Insurgency is all about.

Your Tools
Alright, you know your objectives! Time to accomplish those goals to get even more cool toys! The Insurgency treats you much better than The Foundation: on your person, you will have an uplink containing a starting 20 telecrystals itching to be spent on traitory goods. The uplink will either be hidden in your PDA, Radio Headset, pen or a pre-installed uplink implant (-4 starting TC). With a PDA uplink, you will be given a code consisting of a phonetic alphabet letter, and a three-digit number. The Headset uplink can be accessed by tuning it to a specific frequency, and the pen can be accessed by turning the head a certain number of degrees two times, like a safe.

Check Traitor Items for a more detailed description on the goods, but don't go racing off to order those items ASAP. Although it can be useful to get items early, holding off until you need the item also has merit, so 6 crystals don't get wasted on an doorjack when you find the captain's spare ID on that assistant you just killed. Some items require you to pool your telecrystals with other traitors; other items are role-specific, like the Clown Car.

Each round, a small number of traitor items will be discounted. Always make sure to check the discounts first; you never know what fun toys you'll be able to get on the cheap! It's also a great excuse to try out new items you've never played with before.

Useful Combos:
 * Energy Sword + Energy Crossbow (18TC): The classic one-two combo. Shoot someone with the bow to down them, then murder them.
 * Chameleon Kit + Agent ID Card + Airlock Authentication Override Card + Storage Implant + Syndicate Encryption Key (20TC): A great stealth setup. The Chameleon Kit and Agent ID let you disguise as anybody, the Encryption Key lets you listen to and talk on any channel, the doorjack lets you get into anywhere, and the Storage Implant gives you an almost unopen able place to hide your doorjack and stolen goods.
 * Binary Translator Key + Cryptographic Sequencer + Hacked AI Upload Module (20TC): The ideal setup for subverting the silicons. Emag a Cyborg to have it help you subvert the AI, then chat with your new robotic friends. Even better for Roboticists.

Illicit Access
Gaining entry to areas above your clearance is an important skill. Sometimes you're looking to loot stuff. Sometimes security or another traitor is chasing you and you need to escape them. Sometimes the AI has gone mad and has locked you in a room filling with deadly neurotoxin. A collection of ways to break into places can be found here.

Murder 101
Most traitors eventually have to kill someone, regardless of objectives, and knowing the right and wrong ways to do it will make or break your mission.

If you're inexperienced when it comes to slaughter, read the Combat page for the basics on becoming robust.

Getting Caught
Things never go that smoothly. Getting caught is a way of life on Space Station 13 and knowing how to get out of it is very important, and the best way to do that is to lie so much you believe yourself. Lie to everyone and everything that talks to you. Agree to any searches that won't get you busted for corpses or traitor items. Do anything to deflect the blame on to others. If you run around not saying anything dragging a locker of corpses around, you will end up dead. If you drag around that locker of corpses saying you were cleaning up maintenance and you are going to give the chef some meat, you may have a chance of not getting killed.

Note that your chances of this bluff being a success is shot to nothing if you get caught with any traitor items on you. As soon as that first emag or revolver is spotted, you're getting a face full of a harm baton and then the embrace of hard vacuum.

Having Fun
Being a a Traitor is not always about getting that greentext, murderboning entire station, or acknowledging the best combinations of the uplink items to be the metagaming god. Sometimes its all about the fun.

Being a Traitor means having possibilities, with less strict rules bound to you and a entire arsenal of items you can do almost any gimmick you want! One interesting gimmick is better then thousand rounds where you robusted everyone. Remmeber that your objectives and flavour text are not the celling!

Here is a few gimmicks you can do: And if you do decide to just do your objectives, do them fun! Turn your theft objective into a spy movie, call your assasinations targets to duel or build crazy contraptions to murder them. Possibilities are endless!
 * Hitman, who uses middleman to get targets for profit
 * Arms dealer, who sells pistols and bombs to crew in the maintenance tunnels
 * Crime boss, who decided to expand his criminal organization influence on the station by recruiting people
 * Serial killer, who bounds with and then kills people in the most particular ways, leaving subtle hints to play with Detective
 * Anything else you would want! This is all about imagination, you can make almost any gimmick you want!

Remember that this is a game, and we all are here to just have fun.

Additional Notes
Over the years, the Insurgency has had plenty of time to practice and share the best ways to deal with those pesky SCP crews. Below is a bevy of information to help you on your way.

Space Gods, Give Me Laser Eyes
Despite popular opinion, the admins are not just here to ban people and press buttons. They're here to help make the round interesting – just like you! If you have a compelling and fun gimmick in mind, you can use the *pray command to ask the space gods for help making them reality. If you offer up your telecrystals, many admins will happily give you boons such as changing your species, spawning specific items for you, making O5 announcements, and sometimes even letting you respawn as a different minor antag. Just remember that the admins aren't under any obligation to give you 'TC trades'; for best results, come up with something unique, be polite, don't ask for blatantly overpowered things, and don't ask to become a nightmare every second round.

Stealth and Access

 * Having a spare ID always helps. Assistants are a dime a dozen, so it's not a bad idea to pin an assistant ID on your shirt before you go about any dirty business so your real identity is not compromised. Wearing a mask will cause others to see your name as the one on your ID, but unless you have a voice changing mask, speaking will reveal who you are. If you can get your hands on a wallet from the dormitories or from Botany's biogenerator (leather), it can hold up to 4 IDS.
 * Security cameras see as far as you do (7 tiles). This means that if you can't see a regular camera, it can't see you. X-ray cameras see through walls; you can differentiate the curved protrusion on the side. You can disable cameras by opening them with a screwdriver and using wirecutters, though they can be fixed easily and the AI is likely to notice you doing it.
 * When you take something from your bag, or put something in it, it creates a message that everyone around you can see. If the item is small enough to be placed in a normal box, only those adjacent to you will see the message. Don't get caught stuffing things into your bag!
 * Fake Mustaches conceal your identity as well as a gas mask or helmet.
 * Have an agent ID and a voice-changer mask? Why not use it to make that guy you murdered blame somebody else, or make him say he's committing suicide! If you find a dead body, take their name and claim to have seen xenomorphs or changelings to throw the station for a loop.
 * The AI cannot examine anything except things it can see in its chamber. It can take pictures of you to see what's in your hand however.
 * Know your maintenance. There are plenty of places where nobody looks, and you can easily make secret chambers by [construction | constructing fake walls].
 * Nobody checks the lockers in the locker room. Like, ever. And you need a fairly high level of ID to open lockers that aren't already coded to a specific PDA, so no worries about Joe Schmoe Assistant running in and stealing your hand tele.
 * Latex gloves don't stop you from leaving your fingerprints everywhere; they leave partial prints. Black gloves confer fire and burn resistance, and insulated gloves are usually the most desirable of all.
 * Good places to hide corpses include the Toxins Test Site, the far side of the AI Satellite, the various nooks and crannies around the station exterior, inside hidden chambers in Maintenance, and inside EVA suit storage units. Remember to strip off their jumpsuits or otherwise disable the suit sensors, or they'll give the location away.
 * You can use an IED on an r-wall to skip most of the steps of disassembling an r-wall.
 * A bar of soap is your best friend when you need to remove fingerprints, acquire soap through maints or the dormitory showers.

Murder and Sabotage

 * If you inject a power cell with plasma, it'll explode when it is used for anything. Likewise, injecting plasma into lightbulbs causes them to explode when turned on. Consider sabotaging lights when they aren't turned on, for your sake.
 * Every time you throw a glass shard at a wall, it has a chance to become 'sharpened', increasing its damage from 4 to 15. There's no way to tell besides testing it on yourself, and throwing a sharpened shard will un-sharpen it again.
 * The entirety of Disposals can easily be routed into space in certain maint' areas, and you need only stun and drag people to a disposal bin to instantly kill them. Disposals can be a very potent weapon if used correctly, and there are plenty of correct ways. You just need to find them.
 * Putting a tracking beacon in space can make the hand teleporter a instantly lethal weapon instead of a convenience.
 * Never underestimate the power of banana peels and soap. Many haughty crewmembers have met their end at the hands of a Clown dragging around a peel behind him, only to be bludgeoned into unconsciousness while down and thrown into space.
 * When security is chasing you, occasionally do a 180° and sprint back past them. If they’re space lagging enough, they won’t see you run by. This is especially effective if you’re being chased by the dreaded security mob, mainly because such mobs have a pack mentality. If you manage to throw off one officer, chances are good someone will follow him as well. Unless they are right on your ass, close doors you go through and open doors you don’t. People will chase open doors if they lose a visual on you. Also, guns can’t go through doors and you can’t open a door during its closing animation, which can give you another extra second to duck into a maintenance tunnel.
 * You can uncuff yourself while in a disposal unit.
 * If you gain Head of Personnel access, you can use the HoP console to close any remaining Security positions to stop new officers from showing up.
 * You can dip a cigar in anything. Dip a cigar in plasma, and the person who lights it will be gibbed if you can convince someone to smoke it.
 * Armed mousetraps go off when somebody opens a container holding them. Attach a grenade to one, and the next person to reach into the bag gets a fun surprise.
 * Bombing/deconstructing the engineering SMESes will almost always result in the engine becoming loose.
 * Reverse pickpocketing doesn't produce a message for people you try it on (unless it fails). You can reverse pickpocket minibombs onto people. You can start the timer on the minibomb after you start the pickpocket attempt but before it's actually placed. At point blank range, the minibomb gibs provided the target has no protection. Go forth and explode pants.
 * Bullets pass through windows, but not Grilles. Lasers and disablers pass through windows and grilles. Electrodes are blocked by both windows and grilles. Clicking on a window directly with a laser lets you shoot it.
 * Spraying someone smoking a cigarette or holding a lit welder or energy sword, with welder fuel or alcohol, will set them on fire. Unlike other methods for setting someone on fire spraying does not show in the chatbox and it can be done from quite a few tiles away, or with unexpected items like pepper spray.
 * Canisters can be physically destroyed with enough brute force to instantly release their contents.
 * A suspicious toolbox does fifteen damage instead of ten, making it as strong as a circular saw or a null rod.
 * EMP effects disable headsets, and can scramble or interfere with many other machines, such as APC's.
 * It's risky, but you can take out a combat mech with just an axe if you circle it well enough. Since they turn around slowly and must face you to fire, they can't do shit. The only issue is getting close enough.
 * Lockers do not protect from space and atmosphere. So stun-locker-weld-space is a valid strategy.
 * You can steal flashes from mounted flashers by using wirecutters. This will disable the flasher until a replacement flash is installed.

Emags And Other Traitor Items

 * Doorjacking welded/bolted doors causes them to close permanently; afterwards, they can never be opened, only destroyed. Use this to your advantage when 'reserving' an escape shuttle for yourself or when hiding a powersink.
 * All Cyborgs gain additional tools when emagged, in addition to having their laws rewritten to serve you. Engineering and Mining borgs get a powerful stun arm, Medical borgs can fill people with toxins, Janitor borgs can spray lube everywhere, Security (not currently available to select but exist in code) gets lethal laser gun, Peacekeeper borg gets an hyperspray with deadly toxins, Service borgs get cyborg shaker making drinks that make people pass out and take toxins damage and Clown borgs get a flower that sets target on fire and a super laughter ejector that deals stamina damage.
 * Simple bots can also be emagged. Medibots will inject poison, Floorbots will rip up floors, Cleanbots will squirt acid on people from time to time, Security bots will arrest everybody, ED-209 will start firing lethal lasers instead of disabling, Hygienebots will give you VERY hot shower (fire) instead of water, Firebots will occasionally surround themselves with fireball and Honkbots will become more slippery.
 * The chameleon projector can be used to dodge projectiles by disguising as something small. You can also disguise as 'temporary' items like those in the Holodeck. While disguised, you can move freely in space for some reason, but still take exposure damage.
 * You can change the timer on C4 to be extremely high; it tops out at 60000 seconds (1000 minutes = 16.7 hours). Scare the crap out of someone by planting irremovable C4 that will probably never detonate, or hang a live explosive on your wall for a stylish conversation piece.
 * Every PDA holds a pen by default. Remove it and store your sleepy pen/energy dagger there.

Misc.

 * If your objective is to steal the station blueprints, you can simply take a photo of them with a camera and escape with the photo.
 * If your objective is to steal the nuke disk, steal the pinpointer as well. The reason should be self-evident.
 * Dropping reinforced tables in the airlocks leading to the escape shuttle can be a viable way to keep people from getting on board.
 * If you emag an arcade machine, you can play Outbomb Cuban Pete. Winning grants you a powerful bomb, but losing kills you. If you want to risk it, here's a strategy:
 * If your magic is less than 5, charge.
 * If your health is less than Pete's, and your turtle value is less than 3, heal.
 * Otherwise, attack.
 * Healing increases your turtle value by 1.
 * Attacking or charging your magic reduces your turtle value by 1.
 * Pete will attack you for more damage if your turtle value is greater than 3.
 * This technique gives you a win/loss ratio of about 1.7 on average. If your health is ever below 7, restart the game (screwdriver the arcade machine to restart).
 * Also, once you get Pete to low health, be aware that he can steal your magic. This can result in your death easily, such as if you heal at 5 magic using up 3, and then he steals 2, bringing you to 0 and gibbing you.