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	<updated>2026-04-18T04:36:55Z</updated>
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	<entry>
		<id>http://is12wiki.xyz/index.php?title=IScal&amp;diff=828</id>
		<title>IScal</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=IScal&amp;diff=828"/>
		<updated>2023-11-14T21:23:32Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''IScal''' (name pending) is a highly modified fork of the July 2020 Escalation release. IScal is a &amp;quot;tactical&amp;quot; &amp;quot;shooter&amp;quot;, where several military factions with unique looks, different guns, and different languages do small scale battle, to either eliminate each other, or attack or defend specific objectives. While it has a lot of extra features, improvements, and changes, at its core it is still very much an &amp;quot;SS13&amp;quot; experience, and its controls and general gameplay feel reflect that. Do not go in expecting the &amp;quot;most refined 2D shooting experience&amp;quot;, SS13 jank cannot be escaped, it is just part of the experience.&lt;br /&gt;
&lt;br /&gt;
= Gameplay Differences =&lt;br /&gt;
Probably the most important thing for any newcomer from either IS12, or from Escalation (what three of you left that haven't already played this and somehow aren't banned) is what's changed in the gameplay. So to make things convienent here are the differences&lt;br /&gt;
[[File:Dreamseeker_LBSKoJcYf2.png|thumb|A lone Krasnyj Pakt soldier traversing the snowy woods.]]&lt;br /&gt;
== General Differences ==&lt;br /&gt;
* '''There are weapon attachments you can get in the character creation screen.''' You can only pick two though, and putting them on your gun will slow you down when the gun is in your hands. Keep in mind not all roles have access to attachments either.&lt;br /&gt;
* '''There is a cover system.''' Pressing ''spacebar'' will allow you to take cover and stand up. If you are behind an object such as sandbags, brustwehrs, or trees, bullets will fly over you instead of hitting you, as long as the person shooting you is not right up on top of you. &lt;br /&gt;
* '''Your name is randomly generated.''' Due to how the different languages and factions work, you can no longer pick your own name. One will be generated for you.&lt;br /&gt;
* '''Custom lighting system!''' Lights are now a filter effect, and thus move 100% smoothly instead of having to update with the MC. This has its pros and cons, but overall it reduces lag by 99%.&lt;br /&gt;
* '''Squad highlighting.''' You will be able to visually tell who is in your squad, and what their role is, as well as be able to follow where you SL is.&lt;br /&gt;
&lt;br /&gt;
== From IS12 ==&lt;br /&gt;
* '''You only get one life.''' You cannot respawn once you die. Try to be careful.&lt;br /&gt;
* '''More intricate squad system.''' You do not just pick your class anymore, instead you pick which squad you want to be apart of, as well as your class.&lt;br /&gt;
* '''Multiple factions on the same side.''' No more just red vs blue, there's actual factions now with different guns, and depending on the map and mode, people who do not speak the same language can be fighting together on the same side.&lt;br /&gt;
* '''You no longer need to manually wield guns.''' Guns now wield automatically when you pick them up, as long as your other hand is empty.&lt;br /&gt;
* '''Unloading your gun is now done by clicking on your held gun with your offhand.''' Like how you do it in all other SS13 servers that aren't IS12.&lt;br /&gt;
* '''There is no combat mode.''' Instead to shoot accurately, toggle aim mode with right mouse button.&lt;br /&gt;
* '''Much heavier focus on automatic guns.''' If you played Coldfare, you should be used to this. If not, prepare to hold down LMB and shoot your offbrand AKs at whatever moves in the bushes.&lt;br /&gt;
&lt;br /&gt;
== From Escalation ==&lt;br /&gt;
* '''Whitelist per unity system has been removed. Teams are balanced automatically.''' No more trying to herd the cats that are SS13 players. You just pick your squad and your role now.&lt;br /&gt;
* '''All real world nations have been removed. It is not the 1980s, this is not the real world.''' If you're annoyed by that, don't play. &lt;br /&gt;
* '''The game mode actually works correctly now.''' It can be lost and won and end like a normal round of SS13, no more waiting for the admins/referees to declare a winner, and then the game crashing.&lt;br /&gt;
* '''Reduced lag (as long as there are below 65 players).''' Escalation ran like shit. It still runs like shit. This one doesn't run like shit as much.&lt;br /&gt;
* '''New projectile and aiming system.''' You now need to tap right mouse button to aim properly, and projectiles no longer float lazily across the screen towards their target.&lt;br /&gt;
&lt;br /&gt;
= Setting and Lore =&lt;br /&gt;
The setting is IScal is not the same as IS12 Warfare/Reborn, and does not take place in the same universe. Instead it takes place in its own universe, and tells the story of a bloody civil war between two warring political factions in the fictional nation of Tavoria.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
The country of Tavoria is facing brutal hardships. An economic collapse has left most of the population without work, and slow government response has left the people angry. With tensions on the rise, and the looming influence of the Rhinelands and Rus regions surrounding the country, the country has been left split between a separatist faction known as The People's Radical Party (Narodna Radikalna Stranka), and The Democratic Labor Party (Demokratska Laburisticka Stranka). The Radicals are backed by the communist led and Rus funded PMC group, the &amp;quot;Krasnyj Pakt&amp;quot; (Red Pact), while the Democratic Party has sought aid from the Royal Army of Tavoria, and the Rhineland backed and funded &amp;quot;Blauen Krallen&amp;quot; (Blue Talons) PMC group. The war is only just beginning... these are dark times for Tavoria...&lt;br /&gt;
&lt;br /&gt;
== Playable Factions ==&lt;br /&gt;
Below are the playable factions in IScal.&lt;br /&gt;
* '''Demokratska Laburisticka Stranka Tavorije''' or &amp;quot;The Democratic Labor Party of Tavoria&amp;quot; are the primary force fighting for keeping the union of Tavoria together. Formed in response to the creation of Narodna Radikalna Stranka, they are just as ragtag as their enemy, relying mostly on surplus weapons from what's left of the countries official military and military support from the Blauen Krallen. Made up of mostly inexperienced but passionate young men, and led by bitter old vets, The Democratic Labor Party of Tavoria fight fiercely to as they see it, save their nation from destruction.&lt;br /&gt;
* '''Die Blauen Krallen''' or &amp;quot;The Blue Talons&amp;quot;, are a PMC that hails from, and is financially backed by the Germantic speaking nation of Rhineland. Rhineland has a lot of interest in keeping Tavoria a &amp;quot;democratic&amp;quot; nation, and are the Blauen Krallen are the Rhineland's way of sending military support without &amp;quot;directly&amp;quot; involving themselves.&lt;br /&gt;
* '''Narodna Radikalna Stranka Tavorije''' or &amp;quot;The People's Radical Party of Tavoria&amp;quot;, are radical separtists who are, to put it lightly, deeply unhappy with the current state of a affairs in Tavoria. They wish to make Tavoria a communist nation once again, as it was on the old days, and if not, then they wish to make their own nation, and not be bound to Tavoria any longer. They are just as rag tag as their opposing army, and require a lot of aid from the Krasnyj Pakt. Just like forces of the Democratic party, they are young, inexperienced, and fiercely passionate about doing what, in their eyes, is best for their nation.&lt;br /&gt;
* '''Krasnyj Pakt''' or &amp;quot;The Red Pact&amp;quot;, are a PMC force that hails from, and is backed by Rus. Rus shares the People's Radical Party's ideals of making Tavoria a &amp;quot;red&amp;quot; nation once more, and while the country isn't in a political position to send troops in directly, they are more than welcome to financially support and equip the Krasnyj Pakt to do it for them.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=File:Dreamseeker_LBSKoJcYf2.png&amp;diff=827</id>
		<title>File:Dreamseeker LBSKoJcYf2.png</title>
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		<updated>2023-11-14T21:23:00Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Chemist&amp;diff=824</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Chemist&amp;diff=824"/>
		<updated>2023-11-11T19:41:12Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Recipes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Chemistry in Reborn is not dissimilar from chemistry in other HRP servers.&lt;br /&gt;
&lt;br /&gt;
Be aware that you don't have a method of removing chemicals from other chemicals. Precision is important. If you've left in a dangerous chemical, perhaps you can make it safe by converting it into a 'helpful' drug? Some chemists might find it important to be precise but who's really going to notice if their Victorosonide isn't pure? Sometimes it's a blessing in disguise. Leftover chemicals/medicines can be beneficial.&lt;br /&gt;
&lt;br /&gt;
As a Chemist, it's always a good idea to prepare things you know the clinic will need ahead of time. For example, every patient that leaves the clinic alive is leaving with a Morphine addiction. There's always profit to be made from selling Morphine pills.&lt;br /&gt;
&lt;br /&gt;
Not every chemical is listed below. Some require specialised equipment, others can be found through exploration.&lt;br /&gt;
&lt;br /&gt;
==Basic Chemicals==&lt;br /&gt;
&lt;br /&gt;
The chemicals listed below have notable characteristics. This list is not exhaustive.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 80%; ax-width: 120em; border-spacing: 2em; clear: both&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:0; color: #ffffff; background: #bbb;  border: 2px solid #634B4F; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 25%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Chemical'''&lt;br /&gt;
| style=&amp;quot;width: 75%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | '''CHEMICALS OF NOTE'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;Acetone&amp;lt;/h3&amp;gt;&lt;br /&gt;
| A strong solvent, great for erasing ink off of pages. Highly toxic to ingest.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;Carbon Dust&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Carbon, when ingested, is very good at taking substances out of the body.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;Ethanol&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Alcohol.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;Iron&amp;lt;/h3&amp;gt;&lt;br /&gt;
| A metal which helps encourage the body to replenish blood, when ingested.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;Lithium&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Works as a basic antidepressant.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;Mercury&amp;lt;/h3&amp;gt;&lt;br /&gt;
| A toxic metal with a variety of uses. Causes brain damage in humans.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;Sugar&amp;lt;/h3&amp;gt;&lt;br /&gt;
| A chemical energy source for humans. Sugar helps restore satiety.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
(C) denotes a catalyst (not consumed in the reaction).&lt;br /&gt;
{| style=&amp;quot;width: 80%; ax-width: 120em; border-spacing: 2em; clear: both&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:0; color: #ffffff; background: #bbb;  border: 2px solid #634B4F; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 10%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Drug'''&lt;br /&gt;
| style=&amp;quot;width: 30%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Ingredients'''&lt;br /&gt;
| style=&amp;quot;width: 60%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | '''BASIC MEDICINE'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Corprotone'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Acetone, Carbon, Sugar&lt;br /&gt;
| A general purpose cardioregulator, used to correct arrhythmia and promote cardiovascular health.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Proplaten'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Varibulin, Silicon, Blood&lt;br /&gt;
| Proplaten is a semi-synthetic antifibrinolytic, typically used to seal and repair wounds sustained in combat. Significantly speeds up metabolism, making patients hungry.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Occidevene'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Potassium, Carbon, Sodium&lt;br /&gt;
| An EXTREMELY diuretic general purpose antitoxin used to purge toxins building up in organs. Kitchens in noble manors are often ordered to fortify food with Occidevene.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Varibulin'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Silicon, Carbon, Sugar&lt;br /&gt;
| Related to Coprotone, Varibulin is a solution used to encourage the repair of completely dead skin, typically that which has been burnt.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Victorosonide'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Proplaten, Varibulin, Penicillin&lt;br /&gt;
| Victorosonide is a generalised recovery agent. Seals wounds and heals damaged muscle, although not as fast as specialised medicines.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Atepoine'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: corprotone, tramadol, phrenestrine&lt;br /&gt;
| An extremely strong cardiostimulant, typically reserved for desperate circumstances. Expensive and in limited supply.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Penicillin'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2 parts Flour &amp;amp; Sugar, 1 part Potassium&lt;br /&gt;
| An ancient antibiotic, discovered by ancient Redistani baker-surgeons looking for an alternative to honey. Distantly related to the Scrungus.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | '''ADVANCED MEDICINE'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Captosartan'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Sugar, Mercury, Occidevene, Water&lt;br /&gt;
| Captosartan is a nervous system stimulant intended to lessen the effects of paralysis and/or hallucination. Does not agree with the human body. Medicate cautiously.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Phrenestrine'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Hydrochloric Acid, Ammonia, Captosartan&lt;br /&gt;
| Phrenestrine is a powerful psychostimulant used in the treatment of damage to neurological tissue. Known to cause tumours in the genetically inclined.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Haemaproxen'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Ethanol, Occidevene, Hydrochloric Acid&lt;br /&gt;
| A sterilising compound. Apply topically to wounds and/or working surfaces. Breaks down human blood. Do not administer internally. The only treatment for Haemaproxen poisoning is an IV transfusion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Marustatin'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Proplaten, Victorosonide, 5u Acetic Anhydride (C)&lt;br /&gt;
| Marustatin is an experimental nerve and tissue repair agent. Known to disagree with neurological tissue. Administer with caution.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Machine'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Super-Methamphetamine, Lithium, Sulfur, Ethanol&lt;br /&gt;
| Pronounced 'mak-een', this muscle stimulant is extremely effective, although highly addictive and has been known to cause instantaneous heart failure in Redistani athletes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Tiresiasone'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Victorosonide, Carbon, Occidevene&lt;br /&gt;
| Specially formulated to encourage the repair of ocular cells. Administer via eye drop.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Sulmetin'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Silicon, Copper, 5u Acetic Anhydride (C)&lt;br /&gt;
| Sulmetin is an anti-pyretic, used to stabilise a patient's body temperature.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Dextromethorphan'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Paracetamol, Carbon, Penicillin&lt;br /&gt;
| Cough syrup. Used to treat sore throats.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Siroparin'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3 parts Soporific, 1 part Sugar, 1 part Iron&lt;br /&gt;
| A syrupy depressant compound. Originally designed to treat hyperactivity or general annoyingness in children.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | '''PAINKILLERS'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Paracetamol'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Sugar, Lithium, Water&lt;br /&gt;
| A non-opioid anti-inflammatory. Typically used for minor pain or swelling, such as headaches.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Tramadol'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Ethanol, Acetone, Pythia Paste&lt;br /&gt;
| An opioid painkiller. Not as strong or addictive as morphine.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Morphine'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Read a book&lt;br /&gt;
| THE painkiller. Derived from Pythia mushrooms. Highly effective and highly addictive.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Hydrocodone'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Morphine, Hydrazine, Potassium&lt;br /&gt;
| Not as strong as Morphine, but the slow release time makes it effective for chronic or long lasting pain.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Oxycodone'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Ethanol, Hydrocodone, 5u Acetic Anhydride (C)&lt;br /&gt;
| One of the strongest painkillers around. Extremely addictive. Best administered in low dosages.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | '''MENTAL HEALTHCARE'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Nicotine'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Inside Tobacco&lt;br /&gt;
| Nature's second answer to life's problems after fermentation, although the tobacco lobby wouldn't want you putting them second. Lung cancer is a myth.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Serenitine'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1 parts Nicotine, 2 parts Lithium&lt;br /&gt;
| Also known as Nevasad. An ancient anti-depressant, with sometimes minor side effects. Do not consume alcohol while under the effects of Nevasad.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Hapiferva'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: N-Joy, Lithium, Ethanol&lt;br /&gt;
| An experimental anti-depressant. The company who invented it abandoned the patent for one reason or another.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Chlorpromazine'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Mercury, Hapiferva&lt;br /&gt;
| A potent anti-psychotic formerly sold under the brand name Settledon. A known treatment to Orphanage Syndrome and General Annoyingness. Focuses the mind, but known to cause issues with dependence.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Joy'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Mercury, Sugar, Lithium&lt;br /&gt;
| Less a mental health drug and more just a mental drug. A fairly low tier hallucinogenic. Legal in some places, contraband in others. Notable for being easy to make and extremely cheap, but quite harsh on the kidneys and brain.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''N-Joy'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Hydrazine, Joy, Occidevene&lt;br /&gt;
| A 'powerful' hallucinogenic, typically used as an ingredient in stronger hallucinogens.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Mini-Meth'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| ???&lt;br /&gt;
| A 'therapeutic' version of the extremely illegal Super-Methamphetamine plaguing the nation. Rumored to help focus the mind.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Patriomide'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Imported&lt;br /&gt;
| A complex anti-psychotic purported to lessen Separatist sympathies and treat cases of BLS and/or Blueitis, from your friends at Rx Pharmaceuticals.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | '''THE REST'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Liquid Soap'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Water, Ammonia, Ethanol&lt;br /&gt;
| Fast acting ultra-caustic pre-foamed spray-soap. It cleans things.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Methanol'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2 parts Ethanol, 1 part water, 1 part sulphuric acid&lt;br /&gt;
| Wood alcohol. Very bad for the human body.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Formaldehyde'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Methanol, 5u Silver (C) &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; Methanol, 5u Water/Iron each (C)&lt;br /&gt;
| Highly toxic. Mostly used for preserving tissue specimens and in the production of pressed-wood goods.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Acetic Anhydride'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Methanol, Carbon, Water&lt;br /&gt;
| A catalyst with a variety of uses. Somewhat controlled due to its association with the production of illicit chemicals. Quite toxic. Neutralised by water, so be very careful with your measurements.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Soporific'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1 part Chloral Hydrate, 4 parts Sugar&lt;br /&gt;
| A strong sedative and general anesthetic.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Chloral Hydrate'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1 part Ethanol, 3 parts Hydrochloric Acid, 1 part Water&lt;br /&gt;
| An extremely strong sedative.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Luminol'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2 parts Hydrazine, 2 parts Carbon, 2 parts Aluminum&lt;br /&gt;
| A chemical which makes blood appear under UV light. Questionably legal, questionably useful.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Sodium Chloride'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Sodium, Hydrochloric Acid&lt;br /&gt;
| Table salt. Delicious. Millions have died in the conquest of salt.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Opium'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Natural&lt;br /&gt;
| A refined form of Pythian Powder.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Pythian Powder'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Natural&lt;br /&gt;
| A powder found in Pythia mushrooms. A decent enough painkiller in its unrefined form, although quite addictive. Best administered through inhalation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Pythia Paste'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2 parts Pythian Powder, 1 part Acetone&lt;br /&gt;
| A toxic paste made while refining Opiates from Pythia mushrooms.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==An Aside==&lt;br /&gt;
As you may well be aware, vitamins have long been considered a myth by modern science. This is complimented by the ubiquity of Redistani medicine simply superseding any bullshit Blusnian science supporting the existence of vitamins. Of course, only Nobility have the time to care about their physical health in such a manner, but many see many commonly available drugs as 'essentials' and seek out supplements for what they consider 'Essentials'. &lt;br /&gt;
&lt;br /&gt;
Did you get your Essential O today?&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Chemist&amp;diff=823</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Chemist&amp;diff=823"/>
		<updated>2023-11-11T19:38:31Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Recipes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Chemistry in Reborn is not dissimilar from chemistry in other HRP servers.&lt;br /&gt;
&lt;br /&gt;
Be aware that you don't have a method of removing chemicals from other chemicals. Precision is important. If you've left in a dangerous chemical, perhaps you can make it safe by converting it into a 'helpful' drug? Some chemists might find it important to be precise but who's really going to notice if their Victorosonide isn't pure? Sometimes it's a blessing in disguise. Leftover chemicals/medicines can be beneficial.&lt;br /&gt;
&lt;br /&gt;
As a Chemist, it's always a good idea to prepare things you know the clinic will need ahead of time. For example, every patient that leaves the clinic alive is leaving with a Morphine addiction. There's always profit to be made from selling Morphine pills.&lt;br /&gt;
&lt;br /&gt;
Not every chemical is listed below. Some require specialised equipment, others can be found through exploration.&lt;br /&gt;
&lt;br /&gt;
==Basic Chemicals==&lt;br /&gt;
&lt;br /&gt;
The chemicals listed below have notable characteristics. This list is not exhaustive.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 80%; ax-width: 120em; border-spacing: 2em; clear: both&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:0; color: #ffffff; background: #bbb;  border: 2px solid #634B4F; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 25%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Chemical'''&lt;br /&gt;
| style=&amp;quot;width: 75%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | '''CHEMICALS OF NOTE'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;Acetone&amp;lt;/h3&amp;gt;&lt;br /&gt;
| A strong solvent, great for erasing ink off of pages. Highly toxic to ingest.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;Carbon Dust&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Carbon, when ingested, is very good at taking substances out of the body.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;Ethanol&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Alcohol.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;Iron&amp;lt;/h3&amp;gt;&lt;br /&gt;
| A metal which helps encourage the body to replenish blood, when ingested.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;Lithium&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Works as a basic antidepressant.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;Mercury&amp;lt;/h3&amp;gt;&lt;br /&gt;
| A toxic metal with a variety of uses. Causes brain damage in humans.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;Sugar&amp;lt;/h3&amp;gt;&lt;br /&gt;
| A chemical energy source for humans. Sugar helps restore satiety.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
(C) denotes a catalyst (not consumed in the reaction).&lt;br /&gt;
{| style=&amp;quot;width: 80%; ax-width: 120em; border-spacing: 2em; clear: both&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:0; color: #ffffff; background: #bbb;  border: 2px solid #634B4F; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 10%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Drug'''&lt;br /&gt;
| style=&amp;quot;width: 30%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Ingredients'''&lt;br /&gt;
| style=&amp;quot;width: 60%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | '''BASIC MEDICINE'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Corprotone'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Acetone, Carbon, Sugar&lt;br /&gt;
| A general purpose cardioregulator, used to correct arrhythmia and promote cardiovascular health.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Proplaten'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Varibulin, Silicon, Blood&lt;br /&gt;
| Proplaten is a semi-synthetic antifibrinolytic, typically used to seal and repair wounds sustained in combat. Significantly speeds up metabolism, making patients hungry.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Occidevene'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Potassium, Carbon, Sodium&lt;br /&gt;
| An EXTREMELY diuretic general purpose antitoxin used to purge toxins building up in organs. Kitchens in noble manors are often ordered to fortify food with Occidevene.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Varibulin'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Silicon, Carbon, Sugar&lt;br /&gt;
| Related to Coprotone, Varibulin is a solution used to encourage the repair of completely dead skin, typically that which has been burnt.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Victorosonide'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Proplaten, Varibulin, Penicillin&lt;br /&gt;
| Victorosonide is a generalised recovery agent. Seals wounds and heals damaged muscle, although not as fast as specialised medicines.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Atepoine'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: corprotone, tramadol, phrenestrine&lt;br /&gt;
| An extremely strong cardiostimulant, typically reserved for desperate circumstances. Expensive and in limited supply.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Penicillin'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2 parts Flour &amp;amp; Sugar, 1 part Potassium&lt;br /&gt;
| An ancient antibiotic, discovered by ancient Redistani baker-surgeons looking for an alternative to honey. Distantly related to the Scrungus.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | '''ADVANCED MEDICINE'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Captosartan'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Sugar, Mercury, Occidevene, Water&lt;br /&gt;
| Captosartan is a nervous system stimulant intended to lessen the effects of paralysis and/or hallucination. Does not agree with the human body. Medicate cautiously.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Phrenestrine'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Hydrochloric Acid, Ammonia, Captosartan&lt;br /&gt;
| Phrenestrine is a powerful psychostimulant used in the treatment of damage to neurological tissue. Known to cause tumours in the genetically inclined.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Haemaproxen'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Ethanol, Occidevene, Hydrochloric Acid&lt;br /&gt;
| A sterilising compound. Apply topically to wounds and/or working surfaces. Breaks down human blood. Do not administer internally. The only treatment for Haemaproxen poisoning is an IV transfusion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Marustatin'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Proplaten, Victorosonide, 5u Acetic Anhydride (C)&lt;br /&gt;
| Marustatin is an experimental nerve and tissue repair agent. Known to disagree with neurological tissue. Administer with caution.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Machine'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Super-Methamphetamine, Lithium, Sulfur, Ethanol&lt;br /&gt;
| Pronounced 'mak-een', this muscle stimulant is extremely effective, although highly addictive and has been known to cause instantaneous heart failure in Redistani athletes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Tiresiasone'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Victorosonide, Carbon, Occidevene&lt;br /&gt;
| Specially formulated to encourage the repair of ocular cells. Administer via eye drop.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Sulmetin'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Silicon, Copper, 5u Acetic Anhydride (C)&lt;br /&gt;
| Sulmetin is an anti-pyretic, used to stabilise a patient's body temperature.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Dextromethorphan'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Paracetamol, Carbon, Penicillin&lt;br /&gt;
| Cough syrup. Used to treat sore throats.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Siroparin'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3 parts Soporific, 1 part Sugar, 1 part Iron&lt;br /&gt;
| A syrupy depressant compound. Originally designed to treat hyperactivity or general annoyingness in children.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | '''PAINKILLERS'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Paracetamol'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Sugar, Lithium, Water&lt;br /&gt;
| A non-opioid anti-inflammatory. Typically used for minor pain or swelling, such as headaches.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Tramadol'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Ethanol, Acetone, Pythia Paste&lt;br /&gt;
| An opioid painkiller. Not as strong or addictive as morphine.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Morphine'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Read a book&lt;br /&gt;
| THE painkiller. Derived from Pythia mushrooms. Highly effective and highly addictive.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Hydrocodone'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Morphine, Hydrazine, Potassium&lt;br /&gt;
| Not as strong as Morphine, but the slow release time makes it effective for chronic or long lasting pain.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Oxycodone'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Ethanol, Hydrocodone, 5u Acetic Anhydride (C)&lt;br /&gt;
| One of the strongest painkillers around. Extremely addictive. Best administered in low dosages.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | '''MENTAL HEALTHCARE'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Nicotine'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Inside Tobacco&lt;br /&gt;
| Nature's second answer to life's problems after fermentation, although the tobacco lobby wouldn't want you putting them second. Lung cancer is a myth.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Serenitine'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1 parts Nicotine, 2 parts Lithium&lt;br /&gt;
| Also known as Nevasad. An ancient anti-depressant, with sometimes minor side effects. Do not consume alcohol while under the effects of Nevasad.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Hapiferva'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: N-Joy, Lithium, Ethanol&lt;br /&gt;
| An experimental anti-depressant. The company who invented it abandoned the patent for one reason or another.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Chlorpromazine'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Mercury, Hapiferva&lt;br /&gt;
| A potent anti-psychotic formerly sold under the brand name Settledon. A known treatment to Orphanage Syndrome and General Annoyingness. Focuses the mind, but known to cause issues with dependence.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Joy'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Mercury, Sugar, Lithium&lt;br /&gt;
| Less a mental health drug and more just a mental drug. A fairly low tier hallucinogenic. Legal in some places, contraband in others. Notable for being easy to make and extremely cheap, but quite harsh on the kidneys and brain.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''N-Joy'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Hydrazine, Joy, Occidevene&lt;br /&gt;
| A 'powerful' hallucinogenic, typically used as an ingredient in stronger hallucinogens.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Mini-Meth'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| ???&lt;br /&gt;
| A 'therapeutic' version of the extremely illegal Super-Methamphetamine plaguing the nation. Rumored to help focus the mind.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Patriomide'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Imported&lt;br /&gt;
| A complex anti-psychotic purported to lessen Separatist sympathies and treat cases of BLS and/or Blueitis, from your friends at Rx Pharmaceuticals.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | '''THE REST'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Liquid Soap'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Water, Ammonia, Ethanol&lt;br /&gt;
| Fast acting ultra-caustic pre-foamed spray-soap. It cleans things.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Methanol'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2 parts Ethanol, 1 part water, 1 part sulphuric acid&lt;br /&gt;
| Wood alcohol. Very bad for the human body.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Formaldehyde'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Methanol, 5u Silver (C) &amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt; Methanol, 5u Water/Iron each (C)&lt;br /&gt;
| Highly toxic. Mostly used for preserving tissue specimens and in the production of pressed-wood goods.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Acetic Anhydride'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Methanol, Carbon, Water&lt;br /&gt;
| A catalyst with a variety of uses. Somewhat controlled due to its association with the production of illicit chemicals. Quite toxic. Neutralised by water, so be very careful with your measurements.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Soporific'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1 part Chloral Hydrate, 4 parts Sugar&lt;br /&gt;
| A strong sedative and general anesthetic.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Chloral Hydrate'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1 part Ethanol, 3 parts Hydrochloric Acid, 1 part Water&lt;br /&gt;
| An extremely strong sedative.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Luminol'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2 parts Hydrazine, 2 parts Carbon, 2 parts Aluminum&lt;br /&gt;
| A chemical which makes blood appear under UV light. Questionably legal, questionably useful.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Sodium Chloride'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Sodium, Hydrochloric Acid&lt;br /&gt;
| Table salt. Delicious. Millions have died in the conquest of salt.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Opium'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Natural&lt;br /&gt;
| A refined form of Pythian Powder.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Pythian Powder'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Natural&lt;br /&gt;
| A powder found in Pythia mushrooms. A decent enough painkiller in its unrefined form, although quite addictive. Best administered through inhalation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;'''Pythia Paste'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Equal Parts: Pythian Powder, Acetone&lt;br /&gt;
| A toxic paste made while refining Opiates from Pythia mushrooms.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==An Aside==&lt;br /&gt;
As you may well be aware, vitamins have long been considered a myth by modern science. This is complimented by the ubiquity of Redistani medicine simply superseding any bullshit Blusnian science supporting the existence of vitamins. Of course, only Nobility have the time to care about their physical health in such a manner, but many see many commonly available drugs as 'essentials' and seek out supplements for what they consider 'Essentials'. &lt;br /&gt;
&lt;br /&gt;
Did you get your Essential O today?&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Brain_Surgery&amp;diff=814</id>
		<title>Brain Surgery</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Brain_Surgery&amp;diff=814"/>
		<updated>2023-10-28T20:47:46Z</updated>

		<summary type="html">&lt;p&gt;Matt: Created page with &amp;quot;THE RED PRACTITIONER'S GUIDE TO STATE-APPROVED BRAIN SURGERY  Over the course of the great war, it was discovered by central command that the performance of advanced surgical...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THE RED PRACTITIONER'S GUIDE TO STATE-APPROVED BRAIN SURGERY&lt;br /&gt;
&lt;br /&gt;
Over the course of the great war, it was discovered by central command that the performance of advanced surgical methods decreased the rate of recovery from attrition in battle. Thanks to GREAT LEADER, the wise decision was made to outlaw such methods, leading to glorious victory! In his boundless wisdom, GREAT LEADER has lifted the restrictions on a number of surgical interventions. Many less-storied medical practitioners lack experience with these techniques, which are designed to resolve traumatic injuries in the brain and treat the near-dead back to total life.&lt;br /&gt;
&lt;br /&gt;
In order to treat these complex injuries, one must first understand what they are.&lt;br /&gt;
&lt;br /&gt;
CLINICAL CATEGORIES OF VARIOUS TRAUMAS TO THE HUMAN BRAIN&lt;br /&gt;
&lt;br /&gt;
a) BRAIN CONTUSIONS&lt;br /&gt;
&lt;br /&gt;
A contusion of the brain occurs from a direct physical impact against the skull with little elsewise movement of the head. Contusions are like bruises on the flesh which cause hematoma beneath, resulting in swelling. Inside the skull, however, this can result in edema.&lt;br /&gt;
&lt;br /&gt;
Contusions on the brain can be treated by debriding the damaged tissue and packing the tissue that remains.&lt;br /&gt;
&lt;br /&gt;
b) CONCUSSIONS&lt;br /&gt;
&lt;br /&gt;
A concussion refers to the effect on the brain from an angled blunt impact which causes the head to move so rapidly that the brain bounces around inside the skull, bruising against the walls of its own protector - often swelling and causing edema. A concussion can sometimes be deadlier than a contusion, but may also be easier to treat.&lt;br /&gt;
&lt;br /&gt;
Mild to moderate concussions can be cured with the miracle drug Alkysine, but more severe concussions will require debriding and packing.&lt;br /&gt;
	&lt;br /&gt;
c) BRAIN LACERATIONS&lt;br /&gt;
&lt;br /&gt;
A brain laceration is an open gash from a sharp, edged object such as a knife being swung into the brain laterally. Lacerations always present with edema from internal bleeding, but minor lacerations may sometimes close on their own.&lt;br /&gt;
&lt;br /&gt;
Brain lacerations can be treated by stitching together the wounded flesh and packing the crevices.&lt;br /&gt;
&lt;br /&gt;
d) BRAIN PUNCTURES&lt;br /&gt;
&lt;br /&gt;
A brain puncture occurs when a sharp object thrusts forward through the skull and sticks into the brain. Brain punctures are extremely dangerous and should be treated as quickly as possible to prevent death from edema due to internal bleeding. Brain punctures caused by bullet wounds are usually fatal and untreatable, but those blessed by GREAT LEADER may survive the experience if given rapid care. &lt;br /&gt;
&lt;br /&gt;
Punctures in the brain tissue are usually treated by stitching and packing.&lt;br /&gt;
&lt;br /&gt;
e) STROKES&lt;br /&gt;
&lt;br /&gt;
A stroke occurs when the supply of blood to part of the brain is interrupted, depriving it of necessary nutrients and oxygen. The old and infirm may suffer from ischemic strokes caused by travelling of a blood clot from elsewhere in the body, but their usefulness already nears its end. Strokes caused by damage to the brain are the result of internal bleeding, which also leads to the formation of a clot, which can further impede bloodflow. &lt;br /&gt;
&lt;br /&gt;
Treating a stroke properly requires the removal of the blood clot, followed by packing the leftover gap.&lt;br /&gt;
&lt;br /&gt;
f) EDEMA&lt;br /&gt;
&lt;br /&gt;
An edema is caused by the brain swelling within the skull and pressing against its container. This can result in a number of unpleasant effects, including dizziness, blurred vision, headaches, and death.&lt;br /&gt;
&lt;br /&gt;
Edemas should be treated by trepanning; however, if the brain is experiencing internal bleeding, the bleeding should generally be resolved first. Edemas will eventually result in death if left untreated. &lt;br /&gt;
&lt;br /&gt;
If the skull is broken, blood will pour through it and leak from the ears, sinuses and mouth instead of pooling and forming an edema.&lt;br /&gt;
&lt;br /&gt;
There are a number of medical complications that can arise from brain damage, which medical practitioners should be aware of for ease of diagnosis. Brain damage may present along with:&lt;br /&gt;
&lt;br /&gt;
• Persistent stuttering&lt;br /&gt;
• Difficulty understanding speech&lt;br /&gt;
• Partial paralysis of one side of the body, otherwise known as Bellue's Palsy.&lt;br /&gt;
• Partial or total blindness&lt;br /&gt;
• Temporary deafness&lt;br /&gt;
• Various difficulties with physical coordination&lt;br /&gt;
• Bouts of fainting&lt;br /&gt;
&lt;br /&gt;
SURGICAL TECHNIQUES&lt;br /&gt;
&lt;br /&gt;
1) TREPANNING&lt;br /&gt;
&lt;br /&gt;
Trepanning is one of the oldest surgical techniques in known history, dating back to the first skull-piercing of a wily blue in ancient times to release his demonic spirit. It has become an important step in treating brain injury in its totality now that the human body is better understood. Trepanning requires the use of a manually-actuated drill with a hollow bit called a trephine. No surgical incisions need to be made beforehand, but it is recommended to put the patient under general anesthesia to prevent them from going into hypovolemic shock or screaming obnoxiously.&lt;br /&gt;
&lt;br /&gt;
First, the trephine should be applied to the side of the head, and the surgeon should turn the handle until the skull has been drilled open. Once the hollow drillbit reaches the brain, pressure from the edema will cause excess fluid to drain through the trephine, relieving any internal swelling. &lt;br /&gt;
&lt;br /&gt;
It is important to note that if the brain is still bleeding internally before trepanning is performed, the brain will immediately form another edema. It is recommended to treat internal bleeding beforehand to keep the brain cooperative, though trepanning can also be done in emergency to prevent imminent death.&lt;br /&gt;
&lt;br /&gt;
Don't forget that sawing open a patient's skull can also relieve edema.&lt;br /&gt;
&lt;br /&gt;
After trepanning has been completed, the leftover wound should be treated with a medical trauma kit to pack the bone and stop any external bleeding.&lt;br /&gt;
&lt;br /&gt;
2) DEBRIDING&lt;br /&gt;
&lt;br /&gt;
Debriding is the process of cutting away tissue that has necrotized or been damaged beyond repair. It is a necessary first step in the treatment of brain contusions and concussions. Debriding is performed by careful application of a scalpel to the surface of the brain.&lt;br /&gt;
&lt;br /&gt;
Debriding brain tissue will cause tremendous bleeding until the tissue has been packed, so it should be done under administration of a blood IV.&lt;br /&gt;
&lt;br /&gt;
3) STITCHING&lt;br /&gt;
&lt;br /&gt;
To treat injuries to the brain caused by sharp objects penetrating the skull, the remaining healthy tissue needs to first be sewn back together. Once this is done, the surgeon can proceed with packing the gaps.&lt;br /&gt;
&lt;br /&gt;
4) PACKING&lt;br /&gt;
&lt;br /&gt;
Packing is a common medical technique for treating external wounds, and the principle for internal injuries is the same. It is accomplished via liberal application of the surgeon's medical trauma kit. This is the final step in treating any type of brain injury, and should put the unruly patient back in line.&lt;br /&gt;
&lt;br /&gt;
Once the trauma has been treated, the skull should be put back together in the ordinary fashion. Patients may request a period of rest, but be sure to urge them otherwise - if they are on their feet, they can be of use to GREAT LEADER!&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Main_Page&amp;diff=812</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Main_Page&amp;diff=812"/>
		<updated>2023-09-16T22:00:27Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[File:Warfare.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
=&amp;lt;center&amp;gt;About&amp;lt;/center&amp;gt;=&lt;br /&gt;
IS12 is a heavily modified SS13 server originally based on [https://baystation12.net/ Baystation] but is now so far removed from BS12 that pretty much nothing on their wiki is relevant to the codebase anymore. As such this wiki was made specifically for housing information relevant to IS12. If you're brand new to SS13 in general you'd like to know how to play the base game, we suggest you [https://tgstation13.org/wiki/Starter_guide go] [https://baystation.xyz/index.php?title=Guide_for_New_Players read] [https://www.paradisestation.org/wiki/index.php/Guide_for_beginners some] [http://www.ss13.eu/wiki/index.php/New_Players other] [https://wiki.ss13.co/Getting_Started guides]. &amp;lt;b&amp;gt;Though this wiki does serve as a basic repository of information, the changelogs, updates on the game, and general community are housed on the discord, which can be found [https://discord.gg/FVRctMD here].&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==IS12 Warfare==&lt;br /&gt;
IS12 Warfare varies between a vague a cold war-esque, and vague WW1 team deathmatch game with visual influences from Gone With The Blastwave. You are either on the red, or blue team, and your objective is to either deplete all the other sides reinforcements or take over their trenches and activate the point of no return. It plays a bit like how rush plays from the battlefield series. While it takes some visual influence from Gone With The Blastwave it is not related to it in any way. This is not a fan game. It does not take place in the same universe as the comic. It is not affiliated with the comic in any way.&lt;br /&gt;
&lt;br /&gt;
*[[Roles|Warfare Roles]]&lt;br /&gt;
*[[Guide to Medicine]]&lt;br /&gt;
*[[Getting Started]]&lt;br /&gt;
*[[Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reborn==&lt;br /&gt;
A red-tinted noir black-comedy roleplaying game, set in a Redistani town long after the events of Warfare. Read all about it [[Reborn|here]].&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Reborn&amp;diff=793</id>
		<title>Reborn</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Reborn&amp;diff=793"/>
		<updated>2023-09-07T00:34:19Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Proud Redistanis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:reborn_hallway.jpg|600px|thumb|A Peacekeeper on Patrol, by Zion]]&lt;br /&gt;
==Redistan, my Beloved==&lt;br /&gt;
Interstation 12: Reborn is the roleplay focused IS12 codebase, with a noir black comedy atmosphere. Set in a Redistani bunker decades after the 'eternal' Redistani-Blusnian war ended, Reborn focuses more on player agency to develop the world and characterization rather than strictly sticking to 50000 word lore articles. That being said, thanks to the two years of development, it can make it a little daunting to jump in as a new player. [[Redistani Life|Click here for a comprehensive document detailing what you should already know as a proud Redistani.]]&lt;br /&gt;
&lt;br /&gt;
==Proud Redistanis==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 80%; ax-width: 120em; border-spacing: 2em; clear: both&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:0; color: #ffffff; background: #bbb;  border: 2px solid #634B4F; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 10%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Role'''&lt;br /&gt;
| style=&amp;quot;width: 5%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Slots'''&lt;br /&gt;
| style=&amp;quot;width: 50%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Description'''&lt;br /&gt;
| style=&amp;quot;width: 40%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | [[File:scrungudant.png]] '''The Nobility''' - Pompous assholes, living in fantasy land. Expect them to blame you when reality comes knocking.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:commandant.png]]&amp;lt;h3&amp;gt;'''Commandant'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Obsessed with old world militaria, the Commandant of Portzee demands nothing more than respect and for the masses to finance his lifestyle. It might not be a real title, but you'd do wise not to bring that up to him.&lt;br /&gt;
| As Commandant, your underlings will manage most tasks for you. Adjust the tax rate as you see fit, make pointless announcements and perform corrections where needed, otherwise your time is yours to &amp;lt;s&amp;gt;torture&amp;lt;/s&amp;gt; enlighten your subjects.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:consort.png]]&amp;lt;h3&amp;gt;'''Consort'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the Commandant's dear partner. Throw your nobility around, you've earned it.&lt;br /&gt;
| You have as much authority as the Commandant, given you're not going against them. Commoners might not like to listen to you, getting a Peacekeeper's truncheon to the face is a quick fix.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:scion.png]]&amp;lt;h3&amp;gt;'''Scion'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're one of the Commandant and Consort's pride and joy. You're a spoiled brat with far too much power, although you're a weak child with little ability to exercise it.&lt;br /&gt;
| Try to abuse your parents goodwill to get what you want. They have plenty to share.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:servant.png]]&amp;lt;h3&amp;gt;'''Servant'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| More of a pet than a noble, you're a prisoner shipped in from THE CAPITAL, given another chance at freedom through unending indentured servitude! The Commandant's palace is filthy and their children are very hungry. Best get to work soon.&lt;br /&gt;
| A good servant is one who is seen as little as possible. Try to assume what your Commandant wants and have it done before they have time to ask for it.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; |  [[File:avodant.png]] '''The Gatewatch''' - Good morning inspector. Refuse all Italians entry. Glory to Redistan.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:advo.png]]&amp;lt;h3&amp;gt;'''Advocatus'''&amp;lt;/H3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| A Bureaucrat from back West, sent to this backwater to assure it doesn't become a den of separatists, occasionally reporting back to senior Advocatii in THE CAPITAL. The Redistani Civil War makes mistakes unacceptable. Do not be afraid to be cruel. Glory to Redistan.&lt;br /&gt;
| You have the same amount of authority as the Commandant, although only within the confines of the gate and your men. Do not be afraid to challenge his orders if they are unreasonable, and make your men hold steadfast.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:boothstatue.png]]&amp;lt;h3&amp;gt;'''Inspector'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Giddy volunteers to the A.A.M., encouraged to keep their full attention through the retroactive punishment of their family. Some inspectors are in it for the Patriotism of keeping their country safe from those disgusting Separatists. Others just like to see the look on a child's face as they bar them from getting medical attention inside the bunker. Glory to Redistan.&lt;br /&gt;
| Your Advocatus is likely unhappy over their assignment to such a small settlement. Corruption is widespread this far East for a reason. Use that to your advantage.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:borderguard.png]]&amp;lt;h3&amp;gt;'''Watchdog'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| A grunt of the Gatewatch. Although you may often be made to keep in shape with drills or mop up the floors around the checkpoint, you have plenty of downtime too. If only you got a comfy chair to sit in as well...&lt;br /&gt;
| Abandoning your post is liable to get you discharged. Be sure to remind the line with the megaphones what restrictions are in place.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:pkudant.png]] '''The Peacekeepers''' - KEEP THE PEACE, DAMNIT!!!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:headguard.png]]&amp;lt;h3&amp;gt;[[Peace Corps|Head Peacekeeper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| A sergeant, with a small squad of disorganised but (usually) loyal troops at your disposal. Coordinate your Cadets and Peacekeepers well. Your equipment may be outdated, but it is plentiful. A weak sargeant makes for a weak squad.&lt;br /&gt;
| Your only goal is to KEEP THE PEACE. Your Peacekeepers shouldn't be starting fights in the slums. Don't be afraid to discipline them when they do something stupid.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:pkguard.png]]&amp;lt;h3&amp;gt;[[Peace Corps|Peacekeeper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| You might be schlubby, you might be unfit, but you're here and that's all that really counts. Your main jobs are going to be pest control and abusing what little power you have. You can always make up any charge you like, it's not like whoever you're accusing has a book of laws. Maybe if you suck up enough, the Head Peacekeeper will bother with outfitting you with some nicer gear or perhaps you'll even get that promotion you've been pining for. Make sure to follow his words to a T.&lt;br /&gt;
| Be glad you're not back West, fighting Separatists on the front lines.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cadet.png]]&amp;lt;h3&amp;gt;[[Peace Corps|Cadet]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Merely a child, your tendency to bully others and throw your weight around made you a prime pick for the Peace Corps. You might not be on the front lines, but you're sure to make your country and  parents proud.&lt;br /&gt;
| While you're more proficient with weapons than most children, you are still rather weak. You make for a strong scout, as well as a keen accompaniment to adult peacekeepers. They're sure to teach you well if you ask.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ranger.png]]&amp;lt;h3&amp;gt;'''Cave Ranger'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You were born into the caves, molded by them. You didn't see civilisation until you were already an adult. The caves are your home and you're sure to treat them and all their inhabitants well. Keep poachers away from the wildlife, give litterers the death penalty and patch up any idiots who end up bleeding out in the caves.&lt;br /&gt;
| This is a wildcard role. The caves are your home. Treat them like you would a family member.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:scab.png]]&amp;lt;h3&amp;gt;[[Peace Corps|Scab]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You've copped slum duty after fucking up bad and now you have to maintain order in what you're pretty sure is a literal cess pit. Make sure Mr. Redz is happy with the security of his factory, he's sure to hand you a little bonus if you do a good job.&lt;br /&gt;
| Power in numbers. Just having your partner nearby is likely to scare most opportunists off.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungtitioner.png]] '''The Practitioners''' - Let's go practice medicine.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:hprac.png]]&amp;lt;h3&amp;gt;'''Head Practitioner'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The head honcho. You have the longest beak, so you are in charge. You might not have ever actually seen a bird, but you know how to lead your flock to glory. Remember, if the power goes out, it's not just the Undertaker they're going to blame.&lt;br /&gt;
| Always assume your underlings are incompetent. Demonstrate to them the art of practicing medicine.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:prac.png]]&amp;lt;h3&amp;gt;'''Practitioner'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| One of the Head Practitioner's flock. Your beak size may vary, but it'll never be bigger than the Head's. You're so dedicated to the art of practicing medicine that you voluntarily had your garments stitched into your skin. Best take a shower before heading out of the clinic.&lt;br /&gt;
| Absolutely no beakfighting allowed in the clinic. Try to remember your [[Guide to Medicine|schooling]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:apprentice.png]]&amp;lt;h3&amp;gt;'''Apprentice'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're a young apprentice to the Birdmen, freshly sent from one of the western Academies. Yet to get a worthy beak of your own, it's up to you to prove yourself and truly take in the words of your superiors. You'll get that beak yet, sonny.&lt;br /&gt;
| Schooling is all well and good, but it doesn't compare to practical experience. Do not be afraid to ask your superiors for help.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:chemist.png]]&amp;lt;h3&amp;gt;'''[[Chemist]]'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're a contractor under the Birdmen, not as dedicated to medicine as they are. Too bad they stitched the clothing into your skin anyway. At least you'll be left alone most of the time.&lt;br /&gt;
| Chemists are most useful when they spend time making premixed chemical combinations or ship chemicals off to the C.C.M. for profit.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:undertaker.png]]&amp;lt;h3&amp;gt;'''Undertaker'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Secretly the most important person in the entire clinic. You love to hang around corpses, so you got the wonderous duty of hacking up bodies and feeding their limbs to The Beast. There is sure to be no shortage of dead people in the bunker.&lt;br /&gt;
| Undertakers are very versatile. Who's to say that person wasn't already dead when you caved their skull in?&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungissary.png]] '''The Customary and Commercenary Ministry''' - Turn a profit, damn the expense!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:commissary.png]]&amp;lt;h3&amp;gt;'''Commissariat'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The economic heart of the bunker, supposedly. You know what things are worth. Never pay full value, you have to turn a profit as well.&lt;br /&gt;
| Your men are loyal, as long as you pay them well. As long as there's a profit to be made, ANYTHING is justifiable to the C.C.M..&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cpusher.png]]&amp;lt;h3&amp;gt;'''Crate Pusher'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| You push crates. You also break legs and kidnap people, if the Commissariat needs it done.&lt;br /&gt;
| Work hard. Set goals. Invest. C.C.M. mindset.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ckid.png]]&amp;lt;h3&amp;gt;'''Cargo Kid'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're a young entrepreneur, starting that grind early. Your older colleagues are sure to have some tips for you.&lt;br /&gt;
| A great learning role with very little responsibility.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:redzgus.png]] '''The Factory''' - No union? No worries!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:mrredz.png]]&amp;lt;h3&amp;gt;'''Mr. Redz'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the fattest fuck in all of the bunker. You won ownership of a factory here in a backroom game and it's turning you a tidy profit. Your Foreman will typically have the factory under control, so feel free to go commiserate with your fellow fatass nobles. Always have food at hand. It's always time for a Cheeseburger.&lt;br /&gt;
| NO ONE FUCKS WITH MR. REDZ.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:foreman.png]]&amp;lt;h3&amp;gt;'''Foreman'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're Mr. Redz's trusted assistant. Do whatever he asks of you. This will typically be yelling at his workers to work harder.&lt;br /&gt;
| Mr. Redz has a lot of money and you work oh so hard for him. Perhaps a bonus is in order?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factory.png]]&amp;lt;h3&amp;gt;'''Factory Worker'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 6&lt;br /&gt;
| You're true working class, real brown collar shit. Whittle down the hours until the whistle blows so you can get off shift and blow your meagre paycheck at the Italian's place on cigarettes and pasto.&lt;br /&gt;
| Keep a steady pace. Work too fast, you never know what might happen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:kidfactory.png]]&amp;lt;h3&amp;gt;'''Child Worker'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Workers are getting harder to come by in Redistan as more and more people are sent to the front during the Civil War. Thank GREAT LEADER child labour is encouraged for proper childhood development.&lt;br /&gt;
| Don't be afraid to ask for help. No one expects anything of you, you're a child!&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungchef.png]] '''The Civillians''' - What, no food?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cook.png]]&amp;lt;h3&amp;gt;'''Cook'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Not quite experienced enough to be a proper chef, you at least know enough to run your own hash house. Cook whatever you like, just don't get too Italian with it, it doesn't mix well with the local palate. Don't give your child tap water.&lt;br /&gt;
| Food service has very thin margins. Mark up everything you can. The vending machines are far too expensive to be worth it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:asscook.png]]&amp;lt;h3&amp;gt;'''Assistant Cook'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the cook's apprentice. You're not going to do much cooking, but he should be able to teach you the art of crying in the walk-in between orders.&lt;br /&gt;
| Cooking is best for visual learners. Pay attention to what the cook does if you want to learn.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:janitor.png]]&amp;lt;h3&amp;gt;'''Janitor'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| Sweep it up, janny. The bunker is filthy and you control the mops. A clean bunker is an orderly one.&lt;br /&gt;
| You have good justification for getting into other people's workplaces. Try not to have sticky fingers.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:mullen.png]]&amp;lt;h3&amp;gt;'''Mullen'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| A private dick. This bunker is a festering pit of darkness and hyper realistic blood, angels weeping, dead inside, fucked up shit and thick skin. You get the idea. Try to offer your services, there's sure to be someone who has a case.&lt;br /&gt;
| When a bum sees a dick coming, he don't stick around.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:barber.png]]&amp;lt;h3&amp;gt;'''Barber'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Hair always grows. People always need haircuts. That's your specialty.&lt;br /&gt;
| This is a wildcard role. Make sure to take length into account. Haircuts only go one way.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:tailor.png]]&amp;lt;h3&amp;gt;'''Haberdasher'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You never could stand the atmosphere in the big city department stores. It might be a shithole, but there's enough money here to make a decent living making high-end clothing.&lt;br /&gt;
| This is a wildcard role. You can adjust people's suits and uniforms to fit them, as well as make new pieces of clothing on your sewing machine.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bottega.png]]&amp;lt;h3&amp;gt;'''Proprietor'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You bring some of that Spaghetto 'charm' to the bunker, running a Post-Italian Bottega, a general corner store selling a little bit of everything.&lt;br /&gt;
| You've got a price gun. It's convenient to label things ahead of time. Don't be afraid to mark up, convenience is worth a lot.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungiminal.png]] '''The Underbelly''' - Woah mama mia cunt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:caporegime.png]]&amp;lt;h3&amp;gt;'''Caporegime'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The head of the local branch of Post-Italian troublemakers. You're here representing your Godfather back West in the Spaghetto. There's a multitude of ways to get things done down here, it's just a matter of picking which one.&lt;br /&gt;
| Pure violence is typically a poor choice for the mafia. Try to keep your exploits well thought out and executed. Do not play this role if you're bad at leading people.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:associate.png]]&amp;lt;h3&amp;gt;'''Associate'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| Your standard Post-Italian grunt. Follow your Caporegime's orders, it's not like you have anywhere else to go. Post-Italians are naturally intimidating. Their patterns of speech strike fear into even the most stalwart Carnifexes.&lt;br /&gt;
| This is a Wildcard role. Talking will quickly give you away, but you can blend in fairly well if you keep quiet.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bocco.png]]&amp;lt;h3&amp;gt;'''Bocconcino'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The Mafia's very own orphan to boss around. Although you're not Italian, they've accepted you as one of their own.&lt;br /&gt;
| You're not Italian, yet. People are far less suspicious of you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stabb.png]]&amp;lt;h3&amp;gt;'''Stabb Alley Gang'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3 + Leader&lt;br /&gt;
| You inhabit the wretched Stabb Alley, named after C. Stabb, inventor of the dual-tipped knife. The Italians are too high brow for you and your buddies. You prefer the simple stickup to the shakedown.&lt;br /&gt;
| The leader is not a wildcard. The grunts are. Power in numbers, make sure you stick together. One ganger isn't a threat. Three is.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quack.png]]&amp;lt;h3&amp;gt;'''Quack'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Kicked out of the Practitioner's League for reasons that were NOT YOUR FAULT, you service the slums. There's a good living in being a mafia doctor.&lt;br /&gt;
| This is hardcore Practitioner. You will struggle for supplies. Practitioners who think they can come on your turf need to be taught a lesson.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:scrungus.png]]&amp;lt;h3&amp;gt;'''Wildcard'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
| &amp;gt;20&lt;br /&gt;
| A pool of special roles that you can't play by other means, ranging from noble tourists, lonesome Caveboy drifters and mercenaries to more in depth roles like barbers and haberdasherers. Most wildcard roles are not listed on this page.&lt;br /&gt;
| Follow your instincts and you will do well.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Main_Page&amp;diff=772</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Main_Page&amp;diff=772"/>
		<updated>2023-06-04T17:52:22Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[File:Warfare.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
=&amp;lt;center&amp;gt;About&amp;lt;/center&amp;gt;=&lt;br /&gt;
IS12 is a heavily modified SS13 server originally based on [https://baystation12.net/ Baystation] but is now so far removed from BS12 that pretty much nothing on their wiki is relevant to the codebase anymore. As such this wiki was made specifically for housing information relevant to IS12. If you're brand new to SS13 in general you'd like to know how to play the base game, we suggest you [https://tgstation13.org/wiki/Starter_guide go] [https://wiki.baystation12.net/Guide_for_New_Players read] [https://www.paradisestation.org/wiki/index.php/Guide_for_beginners some] [http://www.ss13.eu/wiki/index.php/New_Players other] [https://wiki.ss13.co/Getting_Started guides]. &amp;lt;b&amp;gt;Though this wiki does serve as a basic repository of information, the changelogs, updates on the game, and general community are housed on the discord, which can be found [https://discord.gg/FVRctMD here].&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==IS12 Warfare==&lt;br /&gt;
IS12 Warfare varies between a vague a cold war-esque, and vague WW1 team deathmatch game with visual influences from Gone With The Blastwave. You are either on the red, or blue team, and your objective is to either deplete all the other sides reinforcements or take over their trenches and activate the point of no return. It plays a bit like how rush plays from the battlefield series. While it takes some visual influence from Gone With The Blastwave it is not related to it in any way. This is not a fan game. It does not take place in the same universe as the comic. It is not affiliated with the comic in any way.&lt;br /&gt;
&lt;br /&gt;
*[[Roles|Warfare Roles]]&lt;br /&gt;
*[[Guide to Medicine]]&lt;br /&gt;
*[[Getting Started]]&lt;br /&gt;
*[[Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reborn==&lt;br /&gt;
The &amp;quot;RP&amp;quot; game mode. Hosted usually on Saturday at 3PM EST. Read all about it [[Reborn|here]].&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Main_Page&amp;diff=769</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Main_Page&amp;diff=769"/>
		<updated>2023-04-26T13:42:17Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Reborn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[File:Warfare.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
=&amp;lt;center&amp;gt;About&amp;lt;/center&amp;gt;=&lt;br /&gt;
IS12 is a heavily modified SS13 server originally based on [https://baystation12.net/ Baystation] but is now so far removed from BS12 that pretty much nothing on their wiki is relevant to the codebase anymore. As such this wiki was made specifically for housing information relevant to IS12. If you're brand new to SS13 in general you'd like to know how to play the base game, we suggest you [https://tgstation13.org/wiki/Starter_guide go] [https://wiki.baystation12.net/Guide_for_New_Players read] [https://www.paradisestation.org/wiki/index.php/Guide_for_beginners some] [http://www.ss13.eu/wiki/index.php/New_Players other] [https://wiki.ss13.co/Getting_Started guides]. &amp;lt;b&amp;gt;Though this wiki does serve as a basic repository of information, the changelogs, updates on the game, and general community are housed on the discord, which can be found [https://discord.gg/FVRctMD here].&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==IS12 Warfare==&lt;br /&gt;
IS12 Warfare varies between a vague a cold war-esque, and vague WW1 team deathmatch game with visual influences from Gone With The Blastwave. Hosted every Monday and Wednesday at 3PM EST, you're either red, or blue, and your objective is to either deplete all the other sides reinforcements or take over their trenches and activate the point of no return. It plays a bit like how rush plays from the battlefield series, if you've played that before. While it takes some visual influence from Gone With The Blastwave it is not related to it in any other way. This is not a fan game. It does not take place in the same universe as the comic. It is not affiliated with the comic in any way.&lt;br /&gt;
&lt;br /&gt;
*[[Roles|Warfare Roles]]&lt;br /&gt;
*[[Guide to Medicine]]&lt;br /&gt;
*[[Getting Started]]&lt;br /&gt;
*[[Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reborn==&lt;br /&gt;
The &amp;quot;RP&amp;quot; game mode. Hosted usually on Saturday at 3PM EST. Read all about it [[Reborn|here]].&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Engineer&amp;diff=752</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Engineer&amp;diff=752"/>
		<updated>2022-11-22T01:43:48Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|access = Anywhere you can go.&lt;br /&gt;
|stafftype = FRONTLINE ROLE&lt;br /&gt;
|img_generic = Redhelm.png&lt;br /&gt;
|img = Engineer.png&lt;br /&gt;
|jobtitle = Engineer&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Squad Leader]] and [[Captain]]&lt;br /&gt;
|duties = KILL THE ENEMY! Dig trenches and build defenses.&lt;br /&gt;
|guides = [[Getting Started]] &amp;amp; [[Trenches]]&lt;br /&gt;
|quote = &amp;quot;How do I repair someone's gun?&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Digging Cover For Private Guy Sitting ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shovel''' - As an engineer, your shovel is your life. Lose your shovel and you, as an engineer, are worth less than the dirt you would've been digging up with it. &lt;br /&gt;
&lt;br /&gt;
The majority of the time you will be using the shovel for two purposes: digging trenches and adding dirt mounds to the edges of said trenches. '''Right click''' on a ground tile to dig a trench and '''left click''' to dig a mound. Putting mounds on the side of trenches helps soldiers hiding in them get shot less while letting them shoot over. More rarely, you will be using your life partner to fill in trenches (right click on a trench tile) or to dig up '''disarmed''' land mines (left click). In ''dire'' circumstances, it can even be used in lieu of a club.&lt;br /&gt;
&lt;br /&gt;
Don't dig a straight line for trenches, not only is it easier to get sniped by also artillery can kill more people. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wirecutters''' - The tool for all things sharp and/or explosive. &lt;br /&gt;
&lt;br /&gt;
The wirecutters' primary uses are to disarm mines and cut through barbed wire. Mines can be disarmed simply by left clicking on them. This can even be done while someone is standing on one, as long as they do not step off of it while you are disarming it. While it is unlikely that the mine will detonate from being defused ''by an engineer'', there is still a chance that it will trip itself in your face, mostly owing to poor moods and/or poor luck with RNG. Once a mine is disarmed, you can use a shovel on it to dig it up, in case you wanted to put a trench/dirt mound in its place. &lt;br /&gt;
&lt;br /&gt;
Barbed wire is able to be cut through by even the knife in a grunt's boots. Doing this, however, is ill advised. Cutting barbed wire has a chance to tear open one of your arteries, which can only be fixed by using the one-use tourniquet found in an IFAK or finding a medic. Instead, the engineer can cut through it with their wirecutters, which lowers the chance of it opening arteries significantly.&lt;br /&gt;
&lt;br /&gt;
Wirecutters are also useful for pulling pieces of shrapnel out of your/your teammate's body. Medics carry wirecutters for this exact reason. This process is quite painful and can make you pass out. It is still preferable to leaving the shrapnel in, which can lead to broken bones if not treated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add number of uses barbed wire has --&amp;gt;&lt;br /&gt;
'''Barbed Wire''' - The premier tool for area denial.&lt;br /&gt;
&lt;br /&gt;
A roll of barbed wire is found in your backpack, along with your IFAK, smoke grenade and metal barricades. Barbed wire looks scarier than it actually is and works best as a deterrent, best used to supplement other parts of your trench network, such as dirt mounds, corpses to catch shrapnel and adjustable metal barricades. Barbed wire is an effective way to keep an enemy soldier from going where you don't want them to. This includes placing it behind barricades that generate in the world to stop enemy soldiers from taking cover behind them, or inside your trench, to stop people from walking into the wrong part of it. It could even be used to create a chokepoint, if you had enough of it. More barbed wire can always be ordered and your fellow engineers might not even be using theirs. Ask for it if you want more for whatever reason.&lt;br /&gt;
&lt;br /&gt;
== 'Tools' of the Trade ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- find actual name for this '''Deployable Metal Barricades''' - --&amp;gt;&lt;br /&gt;
'''WTX Frontier Special''' - Mr. Warcrime Sr.&lt;br /&gt;
&lt;br /&gt;
The Frontier is a tube fed pump action shotgun with a 5+1 capacity. Contrary to what most games would have you believe, it's quite effective at range, although it is even better up close in the trenches. The Frontier excels in dealing damage so tedious to fix that most medics would prefer to let the victim bleed out rather than remove their 15 pieces of shrapnel. Found commonly in both oldfare and coldfare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''MS Warcrime''' - Mr. Warcrime Jr.&lt;br /&gt;
&lt;br /&gt;
A very rare spawn for the engineer, the Warcrime is a magazine fed fully automatic shotgun with a 6 round capacity. Having no need to pump the shotgun between rounds, it essentially acts as a faster firing version of the Frontier, which is why it is usually only seen in coldfare, where automatic guns are far more common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Roles]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Soldier&amp;diff=751</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Soldier&amp;diff=751"/>
		<updated>2022-11-22T01:40:45Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Being Private Guy Sitting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|access = Anywhere you can go.&lt;br /&gt;
|stafftype = FRONTLINE ROLE&lt;br /&gt;
|img_generic = Redhelm.png&lt;br /&gt;
|img = Soldier.png&lt;br /&gt;
|jobtitle = Soldier&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = [[Squad Leader]] and [[Captain]]&lt;br /&gt;
|duties = Kill the men of the opposite color than you.&lt;br /&gt;
|guides = [[Getting Started]]&lt;br /&gt;
|quote = &amp;quot;Fell in a trench broke my legs shit game ahelp&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Welcome to h*ck. &lt;br /&gt;
&lt;br /&gt;
[[Category: Roles]]&lt;br /&gt;
&lt;br /&gt;
== Being Private Guy Sitting==&lt;br /&gt;
&lt;br /&gt;
'''How to be an effective grunt in the battlefield'''&lt;br /&gt;
&lt;br /&gt;
* At the start, pack extra ammo, a shovel, and make sure to wear a gas mask. &lt;br /&gt;
* Listen to the captain's orders, if the captain goes out of the base to protect him he's the key to strategy. He's also the only one that can call in artillery.&lt;br /&gt;
* Watch out for mines and barbwire, ask an [[engineer]] to cut and defuse them. If you step on a mine, they can defuse them.&lt;br /&gt;
* When the round starts, rush to the middle. Whoever controls the middle has an immense advantage. &lt;br /&gt;
* Press '''[space]''' to crouch, which will make it significantly more difficult to get hit by enemy fire or artillery, speaking of which...&lt;br /&gt;
* If you hear artillery, you can '''[rest]''' to further boost your chances of survival. &lt;br /&gt;
* Lastly, if you see a wounded teammate and you want to save a life, drag the teammate to the Pract. doing this should fix him up.  &lt;br /&gt;
* Flanking can be a good idea, just know that you can't rush the enemy base if your team doesn't have control of mid. &lt;br /&gt;
&lt;br /&gt;
Remember, '''&amp;lt;u&amp;gt;DON'T STEP ON MINES&amp;lt;/u&amp;gt;'''&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Roles&amp;diff=750</id>
		<title>Roles</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Roles&amp;diff=750"/>
		<updated>2022-11-22T01:38:07Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* The Men of Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Men of Battle==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 80%; ax-width: 120em; border-spacing: 2em; clear: both&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:0; color: #ffffff; background: #bbb;  border: 2px solid #634B4F; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 10%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Role'''&lt;br /&gt;
| style=&amp;quot;width: 5%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Slots'''&lt;br /&gt;
| style=&amp;quot;width: 50%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Description'''&lt;br /&gt;
| style=&amp;quot;width: 40%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | [[File:Command.png]] '''Command''' - The men in charge of this shitshow. Blame them when the whole thing fails.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cpt.png]]&amp;lt;h3&amp;gt;[[Captain]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The Captain is the man who is ''supposedly'' in command of his team's side of the battle. A high ranking nobleman who through money or through power, managed to land the rather safe position as commander as far away from the frontlines as you can be in this time of total war.&lt;br /&gt;
| The captain is the only man with the [[Cargo|artillery password]]. Check your notes in the IC tab to see what it is, and remember to TRY NOT TO LEAVE YOUR FUCKING TRENCHES UNLESS YOU HAVE TO! IF YOU DIE YOUR MEN WILL BE '''VERY''' UPSET!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SL.png]]&amp;lt;h3&amp;gt;[[Squad Leader]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| The man supposedly in charge of his squad. In reality his men will ignore him and he will probably die alone on the battlefield.&lt;br /&gt;
| You have an ''Oorah'' command that boosts morale, use it when times are tough to give your men a boost in their spirits!&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; |  [[File:Redhelm.png]] '''The Grunts''' - The men out on the front, losing their lives in combat by the second.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Soldier.png]]&amp;lt;h3&amp;gt;[[Soldier]]&amp;lt;/H3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Your average grunt. He spawns with the default rifle that is given to every man, with the job to die, but hopefully take out as many of the enemy as he can in the process. He is the backbone of army, with his only real skill being with the gun that he shoots.&lt;br /&gt;
| As a soldier you don't need to worry about much else other than following orders, and shooting bad guys. This is an easy role for beginners.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Engineer.png]]&amp;lt;h3&amp;gt;[[Engineer]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Probably the most useful man on the battlefield, he comes equipped with an Shotgun, shovel, and a trusty pair of wirecutters. He can dig trenches, disarm mines, and die when his shotgun jams in the middle of a firefight.&lt;br /&gt;
| '''DO NOT TRY TO DISARM A LANDMINE IF YOUR [[Mood|MOOD]] IS LOW! YOU WILL BLOW YOURSELF UP!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sniper.png]]&amp;lt;h3&amp;gt;[[Sniper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| The marksman who paid attention to sharp shooting when he was in military training. Comes equipped with the powerful PTSD Sniper Rifle and the skill to use it.&lt;br /&gt;
| Your rifle is useful for more than just shooting, it can work very well as a pair of binoculars to provide overwatch on far away enemy locations. Do not throw your rifle out when it runs out of ammo.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lmg.png]]&amp;lt;h3&amp;gt;[[Sentry]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Removed&lt;br /&gt;
| This class was removed from the game recently. He had a set of heavy armor, a trenchaxe, and a (also removed) LMG, that made it hell to push up or kill him at all. &lt;br /&gt;
| Useless tip in case he ever comes back: While your armor is tough, you are not invincible, do not run head on into enemy fire and expect to live. Instead use your tougher armor as crutch for when your position gets overrun.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flamer.png]]&amp;lt;h3&amp;gt;[[Flame Trooper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| The pyromaniac of the unit, he comes equipped with a flame thrower (obviously) and fireproof armor. He is useful for clearing out trenches and not much else. It is not recommended normal soldiers try to use his flamer, they will catch themselves on fire.&lt;br /&gt;
| '''THIS UNIT MUST BE BOUGHT FROM CARGO!'''&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:Medic.png]] '''Support''' - Those who are made to assist, not to fight.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medic.png]]&amp;lt;h3&amp;gt;[[Medic]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Master of frontline medicine, the medic comes equipped with a semi automatic rifle and a big toolbelt full of medical supplies. While he's not expected to save everyone, he is expected to at least try, and is vital for keeping the backline of injured soldiers fixed up and ready to be sent to the front again.&lt;br /&gt;
| Remember to prioritize your patients and work on keeping them stable. If there is a dying man and an injured man, treat the dying man first, then the injured man. Make sure to pick a safe place to do your healing, as both you and your patient are vulnerable in this instance. It is easy to become overwhelmed as the number of injured pile up, try to stay focused, and do not let the screams of the barely wounded drown out the silence of those who are half dead.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Practitioner.png]]&amp;lt;h3&amp;gt;[[Practitioner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| The dedicated surgeon of the unit. They may have a scary mask, but they are they are probably your best chance for a full recovery, since they are stationed far away from the frontlines in your team's home base trenches. &lt;br /&gt;
| Practitioners cannot leave the trenches. Sometimes it can be boring to be practitioner if your side is winning, but don't worry, there will always be [[Scavenger|Scavs]] about to mess with.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Scav.png]]&amp;lt;h3&amp;gt;[[Scavenger]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Merely a child, conscripted into the war during desperate times. They start out with binoculars, landmine immunity, and the ability to strip corpses much faster than the adults around you. Use your superior sightlines to scout ahead for danger and strip bodies for supplies for your brothers in arms. &lt;br /&gt;
| While you can use guns, you cannot use grenades, and your aim with guns is beyond horrible. Stay away from enemies at all costs if you wish to survive.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
*[[Trenches]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Roles&amp;diff=736</id>
		<title>Roles</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Roles&amp;diff=736"/>
		<updated>2022-11-16T03:09:49Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* The Men of Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Men of Battle==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 80%; ax-width: 120em; border-spacing: 2em; clear: both&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:0; color: #ffffff; background: #bbb;  border: 2px solid #634B4F; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 10%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Role'''&lt;br /&gt;
| style=&amp;quot;width: 5%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Slots'''&lt;br /&gt;
| style=&amp;quot;width: 50%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Description'''&lt;br /&gt;
| style=&amp;quot;width: 40%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | [[File:Command.png]] '''Command''' - The men in charge of this shitshow. Blame them when the whole thing fails.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cpt.png]]&amp;lt;h3&amp;gt;[[Captain]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The Captain is the man who is ''supposedly'' in command of his team's side of the battle. A high ranking nobleman who through money or through power, managed to land the rather safe position as commander as far away from the frontlines as you can be in this time of total war.&lt;br /&gt;
| The captain is the only man with the [[Cargo|artillery password]]. Check your notes in the IC tab to see what it is, and remember to TRY NOT TO LEAVE YOUR FUCKING TRENCHES UNLESS YOU HAVE TO! IF YOU DIE YOUR MEN WILL BE '''VERY''' UPSET!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SL.png]]&amp;lt;h3&amp;gt;[[Squad Leader]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| The man supposedly in charge of his squad. In reality his men will ignore him and he will probably die alone on the battlefield.&lt;br /&gt;
| You have an ''Oorah'' command that boosts morale, use it when times are tough to give your men a boost in their spirits!&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; |  [[File:Redhelm.png]] '''The Grunts''' - The men out on the front, losing their lives in combat by the second.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Soldier.png]]&amp;lt;h3&amp;gt;[[Soldier]]&amp;lt;/H3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Your average grunt. He spawns with the default rifle that is given to every man, with the job to die, but hopefully take out as many of the enemy as he can in the process. He is the backbone of army, with his only real skill being with the gun that he shoots.&lt;br /&gt;
| As a soldier you don't need to worry about much else other than following orders, and shooting bad guys. This is an easy role for beginners.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Engineer.png]]&amp;lt;h3&amp;gt;[[Engineer]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Probably the most useful man on the battlefield, he comes equipped with an Shotgun, shovel, and a trusty pair of wirecutters. He can dig trenches, disarm mines, and die when his shotgun jams in the middle of a firefight.&lt;br /&gt;
| '''DO NOT TRY TO DISARM A LANDMINE IF YOUR [[Mood|MOOD]] IS LOW! YOU WILL BLOW YOURSELF UP!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sniper.png]]&amp;lt;h3&amp;gt;[[Sniper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| The marksman who paid attention to sharp shooting when he was in military training. Comes equipped with the powerful PTSD Sniper Rifle and the skill to use it.&lt;br /&gt;
| Your rifle is useful for more than just shooting, it can work very well as a pair of binoculars to provide overwatch on far away enemy locations. Do not throw your rifle out when it runs out of ammo.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lmg.png]]&amp;lt;h3&amp;gt;[[Sentry]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| The biggest, toughest, meanest son of a bitch in the unit. He comes equipped with heavy armor, a trenchaxe, an LMG, and the strength to wield all of it effectively. He's very good at holding positions, and can be very difficult to dislodge without plenty of grenades.&lt;br /&gt;
| While your armor is tough, you are not invincible, do not run head on into enemy fire and expect to live. Instead use your tougher armor as crutch for when your position gets overrun.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flamer.png]]&amp;lt;h3&amp;gt;[[Flame Trooper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| The pyromaniac of the unit, he comes equipped with a flame thrower (obviously) and fireproof armor. He is useful for clearing out trenches and not much else. It is not recommended normal soldiers try to use his flamer, they will catch themselves on fire.&lt;br /&gt;
| '''THIS UNIT MUST BE BOUGHT FROM CARGO!'''&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:Medic.png]] '''Support''' - Those who are made to assist, not to fight.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medic.png]]&amp;lt;h3&amp;gt;[[Medic]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Master of frontline medicine, the medic comes equipped with a semi automatic rifle and a big toolbelt full of medical supplies. While he's not expected to save everyone, he is expected to at least try, and is vital for keeping the backline of injured soldiers fixed up and ready to be sent to the front again.&lt;br /&gt;
| Remember to prioritize your patients and work on keeping them stable. If there is a dying man and an injured man, treat the dying man first, then the injured man. Make sure to pick a safe place to do your healing, as both you and your patient are vulnerable in this instance. It is easy to become overwhelmed as the number of injured pile up, try to stay focused, and do not let the screams of the barely wounded drown out the silence of those who are half dead.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Practitioner.png]]&amp;lt;h3&amp;gt;[[Practitioner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| The dedicated surgeon of the unit. They may have a scary mask, but they are they are probably your best chance for a full recovery, since they are stationed far away from the frontlines in your team's home base trenches. &lt;br /&gt;
| Practitioners cannot leave the trenches. Sometimes it can be boring to be practitioner if your side is winning, but don't worry, there will always be [[Scavenger|Scavs]] about to mess with.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Scav.png]]&amp;lt;h3&amp;gt;[[Scavenger]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Merely a child, conscripted into the war during desperate times. They start out with binoculars, landmine immunity, and the ability to strip corpses much faster than the adults around you. Use your superior sightlines to scout ahead for danger and strip bodies for supplies for your brothers in arms. &lt;br /&gt;
| While you can use guns, you cannot use grenades, and your aim with guns is beyond horrible. Stay away from enemies at all costs if you wish to survive.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
*[[Trenches]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Getting_Started&amp;diff=724</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Getting_Started&amp;diff=724"/>
		<updated>2022-10-10T16:44:03Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Other Melee Fun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Prepaing for battle.png|500 px|thumb|right|alt=Trunches|You, preparing to go die.]]&lt;br /&gt;
Combat in warfare behaves about like normal SS13 combat, with a few added things. To help new people get into it as smoothly as possible, here's a little guide to getting started:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Before You Start ==&lt;br /&gt;
For the optimal experience in warfare, go to your preferences tab in the tabs at the top right, and enable '''Map Text''' and '''Floating Chat'''.&lt;br /&gt;
&lt;br /&gt;
=== Bodily Functions ===&lt;br /&gt;
#Most of the rooms in the base you spawn will have crates with canned food. To open the cans of food, use a combat knife on them; your combat boots (if you spawn with them) have a knife that you can take out and put back by clicking on the boots.&lt;br /&gt;
#You have a canteen on your neck slot that you can drink from, it can be helpful to do this before heading out. It can take several sips to replenish your water meter, though drinking also apparently recovers combat stamina. You can refill the canteen at sinks, water tanks, and at water turfs.&lt;br /&gt;
#It can be helpful to use the restroom before heading out. Find a toilet, click on it to toggle the lid up, stand over it with or without taking your clothes off, and go to the '''Emotes''' tab in the top-right and click '''Pee''' and '''Poo''' until you can't. You can also do this without a toilet by taking your internal clothes off first.&lt;br /&gt;
&lt;br /&gt;
== Getting Started Killing ==&lt;br /&gt;
[[File:Combat Area.png|thumb|From left to right, Combat Mode, Intent Selector, Melee Intents]]&lt;br /&gt;
# Hotkey mode is on by default, so no need to press tab to switch to it. &lt;br /&gt;
# Grab your weapon off your back. In hotkey mode you can hit '''&amp;quot;E&amp;quot;''' to equip and unequip it quickly.&lt;br /&gt;
# Right click on it, or press '''Shift+Z''' in hotkey mode when it's in your active hand to toggle the safety off.&lt;br /&gt;
# Enable combat mode either by pressing the button on the UI, or hitting '''&amp;quot;C&amp;quot;''' in hotkey mode.&lt;br /&gt;
# Wield your weapon in both hands, by either clicking on the &amp;quot;wield&amp;quot; button on the UI, or by hitting '''Shift+X''' in hotkey mode. You must have two free hands to do this. If your arms or hands are broken, you will be unable to wield your weapon.&lt;br /&gt;
# Finally you should be all set to kill the enemy.&lt;br /&gt;
&lt;br /&gt;
=== Some Combat Notes ===&lt;br /&gt;
* All guns have condition. Shift click on your gun to see the condition it's in. Guns with lower condition will jam more than ones with higher condition.&lt;br /&gt;
* If your gun jams, right click on it when it's in your active hand, or hit '''Shift+Z''' to unjam it.&lt;br /&gt;
* Fully automatic guns wear out faster, as they fire faster, and are more likely to break down.&lt;br /&gt;
* If your gun is in bad condition, it might be wise to see if an [[engineer]] can come over and fix it for you. You can try repairing your gun by '''ALT CLICKING''' on it when it's in your active hand. Engineers are much more effective at fixing guns than grunts are.&lt;br /&gt;
* '''IF YOU ARE NOT IN ACTIVE COMBAT, IT WOULD BE A GOOD IDEA TO TO TURN OFF COMBAT MODE!''' Combat mode slowly drains stamina. If you want to be extra cautious you can turn safety back on, on your gun. Guns are very crudely made and can go off when dropped sometimes.&lt;br /&gt;
&lt;br /&gt;
== What About Melee Combat? ==&lt;br /&gt;
&lt;br /&gt;
# Grab your melee weapon of choice.&lt;br /&gt;
# Turn on combat mode.&lt;br /&gt;
# Choose between dodge or parry mode. Parry mode is useful if you have a weapon to parry with, such as a sword or club. Dodge mode is useful if you have good DX and don't have something to parry with.&lt;br /&gt;
# Click on the bad guy.&lt;br /&gt;
&lt;br /&gt;
* '''Remember that melee skill effects how likely you are to hit the other person, and not crit fail your swing.'''&lt;br /&gt;
* '''Also ST effects how hard you hit in combat. If you have low ST, it might be a good idea to use a gun instead of a club.'''&lt;br /&gt;
&lt;br /&gt;
== Other Melee Fun ==&lt;br /&gt;
[[File:Combat Intents.png|thumb|The melee intents.]]&lt;br /&gt;
Optionally you can select a combat intent at the bottom right, and right mouse click on your enemy with combat mode on to perform a special attack. The different combat intents are:&lt;br /&gt;
* '''Aimed:''' Hit more accurately in melee at the cost of more stamina.&lt;br /&gt;
* '''Strong:''' Hit harder in melee at the cost of more stamina.&lt;br /&gt;
* '''Furious:''' Attack faster, can be deadly when used with a quick weapon like the knife.&lt;br /&gt;
* '''Defense:''' Passively buffs defensive actions like dodging and parrying, at the cost of less direct damage when you do attack.&lt;br /&gt;
* '''Guard:''' Automatically riposte upon a successful parry, at the cost of doing less direct damage.&lt;br /&gt;
* '''Dual:''' Attack with your offhand by right clicking at the cost of accuracy.&lt;br /&gt;
* '''Feint:''' Pretty much useless at the moment. Perform feint attacks to temporarily block an opponent from attacking, just long enough for you to hit them.&lt;br /&gt;
* '''Weak:''' Do the least amount of damage possible per attack. Useful for knocking out teeth without gibbing the head.&lt;br /&gt;
&lt;br /&gt;
== Trenches? ==&lt;br /&gt;
Trenches are now a big part of the game, and you can read a more in depth guide about them on their respective page [[Trenches|here]]. If you're just starting out all you need to know about trenches is you&lt;br /&gt;
&lt;br /&gt;
== See Also == &lt;br /&gt;
* [[Roles]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Redistani_Life&amp;diff=658</id>
		<title>Redistani Life</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Redistani_Life&amp;diff=658"/>
		<updated>2022-08-26T16:03:43Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* The Truths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Fresh Off The Boat ==&lt;br /&gt;
&lt;br /&gt;
If you're a new player, Reborn's setting can be somewhat daunting to get into. With a focus on allowing players to expand the world of Redistan, getting into the game now can be overwhelming as there is simply so much to learn.&lt;br /&gt;
You should always ask someone in game to educate you on something if you don't know, especially the wealthy and noble. They're well educated and often willing to share that knowledge. The tourists, especially.&lt;br /&gt;
&lt;br /&gt;
However, you or others might feel it is somewhat 'immersion' breaking when you don't understand basic facts about the setting. As such, this page serves to introduce some of the commonly known truths of Redistan. This is not an exhaustive list, the only way to know everything is to go out and learn it yourself.&lt;br /&gt;
&lt;br /&gt;
Of course, you can always just jump in and ignore this giant document. If you've got confidence, you'll make it out just fine. [[Reborn|Roles can be found here.]]&lt;br /&gt;
&lt;br /&gt;
== The Primer ==&lt;br /&gt;
&lt;br /&gt;
In the times before, in the year 063BBC, GREAT LEADER brought upon Redistan a glorious triumph. A society stuck entirely underground for all of recorded history, unable to face the shame of the blue sky above, finally triumphing over nature itself by blocking out the disgusting blue skies above with thick layers of ashen smoke. The very light in the air turned a glorious deep red under The Cloud's watchful gaze. The people of Redistan could finally marvel at the wonders of the surface without distress. This short period of the colonisation of New Redistan was quickly disturbed by the calls of war. Blusnia could not bare to see the very light itself turn red. All out war was waged over the surface. Conscripts were raised. The Redcoat and Bluecoat armies marched on one another, signalling the beginning of the Great War for the Surface, a 16 year period of devastating trench warfare that ended in a crushing defeat for Blusnia, with a 46% battle loss rate, in the fine year 047BBC. Attrition had taken its toll and Blusnia retreated back to its core territories, leaving the colonists of New Redistan to recuperate their losses from the war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Interwar period was long and fraught with conflict. Without full mobilisation, border conflicts were constant and unending. Neither side dared do more than probe the other, testing their weakness. Although the constant ash cloud enveloping New Redistan actively shredded the engines of any Blusnian bombers stupid enough to get close, the Blusnian shelling campaigns proved an unending source of stress for the colonists. Despite their constant adversity, the wonders of surface life were simply too many to give up. Real flour, real milk, real sunlight! It all seared their underground-accustomed eyes and skin in the most unimaginably perfect way possible. 44 years passed without major conflict. The death tolls climbed, the colonists lost much, but neither side would mobilise. The patch of uninhabitable land that was the New Redistani/Blusnian border, once a small gash of scar tissue in the land, barely wider than a billboard, had now grown to over 500 metres across. Forgotten soldiers, lost helmets, discarded landmines and failed bombs littered the lands between. The fields served as a museum, showcasing the slow but steady improvements both nations had made to their arsenals over the past four decades. Each side was no longer reliant on ancient surplus, but had instead constructed designs of their own. One contemporary soldier was now equivalent in firepower to ten Great War soldiers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In 003BBC, Redistan, having now come close to depleting the forests of New Redistan, was sure to face a crisis. Without unending material to burn, The Cloud would surely break up! The horror of the blue sky above would reveal itself once more! With science being too slow to answer, there was only one choice. The disgusting emerald jungles of the filthy wine drinking, snail and cheese eating Greenlanders. The giant Greenland trees would be brought back and incinerated. The Redistanis had exploited the wood of the roots for so long. Now they could finally take the trunks. Whatever they couldn't take back, they would raze. &lt;br /&gt;
&lt;br /&gt;
Greenland was rife with vibrant Green foliage, rich Blue skies and clear, deep azure water. It was something out of a horror book. From the Redcoats army, a sizeable division of patriots willing to endure the torture of the blue sky were sent to reclaim the jungle for Redistan. With captured Blusnian tilt-rotors, now finally usable when not in an airspace of pure ash, the loyal 5th &amp;amp; 4th Volunteer Redistani Patriot Divisions made their way onward to a self-assured victory, flanked by napalm dropping Redistani tilt-rotors, flying low enough to trim the hedges. Typically neutral to both, sharing a border with the New Redistanis had made the Greenlanders paranoid. Decades of preparation and training for an invasion by an overwhelming force, as well as begrudging proxy support from the Blusnian government in the form of trainers and munitions, made the Greenland war from a patriotic stomp to a devastating crawl through thousands of miles of infested jungle, both bug and frog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blusnians knew an opportunity when they saw one. With the most dedicated and loyal of Redistan's troops otherwise occupied, Mr. President O. Obluma realised the border forces could be ground down and the filthy Redistani colonists behind them could finally be put down. Pushing against the frigid North-Eastern New Redistani/Blusnian border, the full mobilisation of the Bluecoats signaled the start of the Cold Hot War. Committed to the defensive, the Redcoats forced hard to move from their posts for very long. Both sides spent the war exchanging the same pieces of land over and over until the border towns and bases they fought so desperately over were little more than fields of snowed in rubble, covered in tattered Red and Blue rags and paint. Three years into the conflict,--the war in Greenland still ongoing, however looking unfortunate for the Greenlanders--, the Redistanis discovered what,--were religion not illegal--, could only be described as a miracle. Redspace, the very fabric of reality itself, or so scientists at the time claimed. Such a finding could put an end to the war just by its own merits. But the Blusnians were a backwards people and it was a well known fact that they would refuse to listen to reason. The Warp Corps were established. The very next day, roughly fifty thousand brave new Volunteers were reported MIA. Their sacrifice, however, was not in vain. Many of the Warp Corps squads had managed to make it to Blue York, the revolting Blusnian Capitol. One such squad had even made it into the Blusnian National House of Government, once a 'grand' house of opera.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
President Obluma was famously made to sign a Declaration of Total Surrender. He had saved his own life, as well as much of his cabinet's, at the cost of his people's sovereignty. Redistani troops marched for Blusnia as the period of occupation was set to begin. The fighting continued as dissident Blusnian platoons refused life under the Redistani boot and disregarded their leader's orders to surrender. In Greenland, the war continually looked worse and worse for the Greenlanders, as the Blusnian support quickly left and the munitions shipments dried up. Spirits were high in Redistan and New Redistan alike, as the Great Enemy had finally been conquered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A week and a half later, as the occupying forces got more and more out of control, looting from, destroying the homes of and murdering the Blusnians they had so long considered below them, a debate still fiercely raged throughout the halls of the Crimson Court, the seat of GREAT LEADER in THE CAPITAL. What was to be done with Blusnia? With former President Obluma in captivity, yet alive and a war that was thought to be impossible to win won, the nation's dreams had been achieved. It was a question that didn't need to be answered. No one is quite sure why it hadn't happened sooner, but that very day nuclear warhead equipped missiles erupted from their hiding places in the ground, destined for the now sprawling colonial cities of New Redistan. It is said the first Blusnian missile didn't even detonate, it simply crushed an orphanage. Retaliation was swift, but ultimately pointless. The occupying troops were told to find cover as Redistani warheads came hurtling towards them, but many refused, taking as many Blusnians with them as they could. Those whom could, retreated back underground, to the old country. For most, it was too late. For many, they didn't see the point of returning when they had spent their entire life above ground. &lt;br /&gt;
&lt;br /&gt;
Although New Redistan was lost, the Blusnian menace could once and for all be considered extinct. This was christened the '''Great Triumph''', a momentous occasion signalling the end of Eternal War with Blusnia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This brings us 40 years later, to the time of Reborn. GREAT LEADER lives, ruling Redistan righteously from THE CAPITAL in the western reaches of Redistan. Redistan still stands, but it finds itself in a state of turmoil. Without an external threat such as the Blusnians, a small minority of people find themselves questioning the harshness of GREAT LEADER's rule. These people are collectively known as Separatists. Most simply want to separate themselves from GREAT LEADER, form a Redistan of their own. Others, in the extreme minority, reject their Red identity entirely, pronouncing themselves to be the successors of the Blusnian state. Infighting is common amongst Separatists as they all have differing ideas on what they want to achieve. While small uprisings were common over the past four decades, it is only now that it has become problematic. A large scale uprising was attempted in Eastern Redistan two years ago and although it was extremely bloody for all sides involved, it ultimately failed. Last year, one of the Great Five Cities, Redlin, was reduced to rubble after months of fighting. Although it was thought the destruction in Redlin would have an adverse affect on many Redistani people, pre-existing conceptions about the city made most write it off as 'inevitable'. Regardless, the Separatist threat in Redistan is very much still alive and not to be underestimated.&lt;br /&gt;
&lt;br /&gt;
== The Date ==&lt;br /&gt;
&lt;br /&gt;
Redistani time is measured differently to Earth time. On Earth, time is measured by the position of the sun. Of course, being underground for centuries, the Redistanis have no sun to measure their time by. Blusnians measured their time in a different way which will not be described here.&lt;br /&gt;
&lt;br /&gt;
Time in Redistan runs on a 2 hour 'shift' system. Citizens are expected to be awake for an hour and a half and be productive during this time. They have a half hour to sleep before the next shift begins. It is believed by sleeping in patterns like this that maximum human productivity can be achieved.&lt;br /&gt;
There are 10 shifts, in one day. This makes a day 20 hours long. A day is arbitrary to most citizens, it is simply a method of keeping track of time.&lt;br /&gt;
Similarly, there are 10 shifts in a week. A week is 200 hours long.&lt;br /&gt;
&lt;br /&gt;
In a year, there are 46 weeks. This number is of great patriotic meaning to the Redistani people. There are 9200 hours in a Redistani year.&lt;br /&gt;
&lt;br /&gt;
This means there are 460 Redistani Days in a year. This is equivalent to 383 Real Life days. A real year is 8770 hours long.&lt;br /&gt;
&lt;br /&gt;
This means that every 20 Redistani years is actually one real life year ahead.&lt;br /&gt;
&lt;br /&gt;
A 20 year old Red is actually 21 in Earth years.&lt;br /&gt;
&lt;br /&gt;
A 40 year old Red is actually 42 in Earth years.&lt;br /&gt;
&lt;br /&gt;
A 60 year old Red is actually 63 in Earth years.&lt;br /&gt;
&lt;br /&gt;
And so on.&lt;br /&gt;
&lt;br /&gt;
'''THE FORMAT:'''&lt;br /&gt;
&lt;br /&gt;
Date format is also unique from ours.&lt;br /&gt;
&lt;br /&gt;
Redistani dates are formatted as following:&lt;br /&gt;
&lt;br /&gt;
YYY/WW/DD(SS)&lt;br /&gt;
&lt;br /&gt;
SS stands for shift. The shift parenthesis part of the date can typically be omitted, as it is not typically relevant.&lt;br /&gt;
&lt;br /&gt;
Alternative formats include&lt;br /&gt;
&lt;br /&gt;
DD(SS)/WW/YYY&lt;br /&gt;
&lt;br /&gt;
and the ever awful&lt;br /&gt;
&lt;br /&gt;
WW(SS)/YYY/DD&lt;br /&gt;
&lt;br /&gt;
Year will usually be accompanied by a signifier of the period.&lt;br /&gt;
&lt;br /&gt;
Currently, there are two. '''PGT''' and '''BBC'''. &lt;br /&gt;
&lt;br /&gt;
PGT is standard time. The current year is 040PGT. Some may just write it as 040 or informally '40.&lt;br /&gt;
&lt;br /&gt;
BBC stands for Before Blusnian Capitulation. It is counted backwards. The year 010BBC is ten years before the fall of Blusnia. It is not correct to write such a date as -010PGT, but some like to do it regardless.&lt;br /&gt;
&lt;br /&gt;
It has been 87 Redistani years since the end of the [[Roles|Great War]].&lt;br /&gt;
&lt;br /&gt;
== The Truths ==&lt;br /&gt;
''Some factoids/terms to help you settle in.''&lt;br /&gt;
&lt;br /&gt;
- '''GREAT LEADER''': Just as it is THE CAPITAL, not The Capitol or The Capital, his name is GREAT LEADER. It is not a title. It is a name.&lt;br /&gt;
&lt;br /&gt;
- '''Don't Be A Blue''': Don't. They're all dead. You'll be too, if you try to imitate them.&lt;br /&gt;
&lt;br /&gt;
- '''Cars don't exist''': Cars do not exist in Redistani society. The concept has been observed, as the Blusnians enjoyed them, but Redistani transport relies on rail, ocean and foot. If you're not getting around by train/tram/boat, you're walking.&lt;br /&gt;
&lt;br /&gt;
- '''Real world religions do not exist''': Religions we are familiar with do not exist. The concept of religion outside of worshipping Red and Great Leader does not exist in the common Redistani citizen's mind. Worshipping another God besides Great Leader does not happen because there are no other God's to worship. There are secular Saints, great figures that are cherished, but they are not worshipped like Red and Great Leader are.&lt;br /&gt;
&lt;br /&gt;
- '''Bureaucracy is a lifeline''': Without your paperwork, you do not exist. Hold it tightly.&lt;br /&gt;
&lt;br /&gt;
- '''The Redcoat Army''': Also known as The Redcoats. The former standing army of Redistan during the Great Wars. Disbanded after the Great Triumph, after which all of Redistan's enemies were no longer.&lt;br /&gt;
&lt;br /&gt;
- '''The Peace Corps''': The internal volunteer army of Redistan. Currently the largest branch of the military, serving as both a martial police force and loyalist infantry force against the Separatists. Members of the Peace Corps are known as Peacekeepers.&lt;br /&gt;
&lt;br /&gt;
- '''The Separatists''': A term that loosely groups hundreds of individual schools of thought. Some believe the government isn't cruel enough. Others want independence to form a Red state of their own. Some are just plain insane. They all have one thing in common, though. They all eat babies.&lt;br /&gt;
&lt;br /&gt;
- '''The Italians''': The Post-Italians are not foreigners. They are simply Redistan's only ethnic minority. Although many may consider them lesser, an Italian is still a million times better than a Blusnian, because an Italian is a Redistani all the same.&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
There are many regions in Redistan. As the Region you were born in is now selectable, it is a gameplay mechanic too. It can be worth coming up with a plausible backstory for your character, as you may be questioned on your home locale should you ever venture through the gate. The 'Great Five' cities were once THE CAPITAL, St. Redersburg, Redlin, Redbury and Redbourne. ''This is not an exhaustive list of the regions in Redistan, only the ones that appear in the character creator.''&lt;br /&gt;
&lt;br /&gt;
'''THE CAPITAL''' - A sprawling, stacked mess of a city. Endless, heaped slums hug the coasts and ports of the city with some of them, such as the Spaghetto, becoming what is essentially a self contained city. Gargantuan elevators transport cargo and people to the upper levels, housing the hundreds of Ministries and other organisations keeping the necrotic bureaucratic heart of Redistan pumping. Society here is quite stratified, as various tiers of Nobility restrict the upper levels entirely to themselves. The majority of Redistan's nobility lives here, enjoying a life of joyful ignorance and endless entertainment. A particularly popular pass time here is show business. Nobles love their matinees. ''It would take an entire week to reach THE CAPITAL by boat from where Reborn takes place.''&lt;br /&gt;
&lt;br /&gt;
'''St. Redersburg''' - The quietest big city in Redistan, St. Redersburg is seen as a giant retirement home more than anything else. This city is located close to THE CAPITAL and as such, has no slums. It evicts all its poor people to the Spaghetto. Most people from here are the children of nobles, grew up servicing them or were taken in as apprentices by bored retirees.&lt;br /&gt;
&lt;br /&gt;
'''Greater Western Redistan''' - The region between THE CAPITAL and Redlin. It's a commoner's land, full of smaller port cities. The main exports here are white collar and mining work.&lt;br /&gt;
&lt;br /&gt;
'''Redlin''' - Formerly the industrial heart of Redistan, located smack dab in the middle of the P. Sea. Always seen as a den of villainy and general crime. The Battle of Redlin, the bloodiest battle to occur on core Redistani soil, happened here over the course of 3 months in 039PGT, leaving the city in a mostly unusable state. Rather than rebuild it, it was decided that the city would be easily converted into the world's largest prison, perfect for incarcerating all the surrendering forces who miraculously survived the Battle of Redlin. All hail Lord Warden Chadwick Warmonger XIV, first of his name and heir to the Warmonger Rifle Company fortune.&lt;br /&gt;
&lt;br /&gt;
'''Great Central Agricultural Sector''' - A sprawling brick of stacked hydroponic farms. The majority of Great Central City hosts little more than apartment complexes for hydroponic technicians.&lt;br /&gt;
&lt;br /&gt;
'''Sir Redford Fungal Plains''' - Formerly a great fungal forest. Redistan's appetite for warm bungalow interiors exhausted the forests. Now the wood is harvested from the roots of gargantuan trees peaking through the cave roof. The least populated region in the nation.&lt;br /&gt;
&lt;br /&gt;
'''Redbury''' - Known as the Party Capital of the planet and formally split into East and West Redbury for administrative purposes, this city enjoys a strangely warm microclimate and is host to the majority of Redistan's casinos. The hometown of famed gambler Mr. Redz, although mysteriously, he hasn't been seen there in months. Also home to the Colovian Canal, pathway to the North Redistani Sea and the fetid, sparsely populated Northern Tropics.&lt;br /&gt;
&lt;br /&gt;
'''The Redbury Salt Flats''' - Geographically part of the Great Leone Desert. Bureaucratically separate. Dubbed The Boneyard by some, as debts are always settled out on the salt flats.&lt;br /&gt;
&lt;br /&gt;
'''Great Leone Desert''' - An artifical sun of unknown design keeps the Great Leone in eternal sunset. Caveboys were just fantasy, until people began mimicking them. A turbulent region. Birth AND death place of the Higgins Brothers gang.&lt;br /&gt;
&lt;br /&gt;
'''Greater Redbourne Area''' - Once of immense military and strategic value, many of the installations now lay dormant. Many real estate developers see these abandoned bunkers as perfect real estate, for whatever reason. The game is set in this region.&lt;br /&gt;
&lt;br /&gt;
'''Redbourne''' - Known as the Great Red Jewel of the East, Redbourne is a shithole. Tensions are high here as people believe 'the next Battle of Redlin' is about to take place. Peacekeepers patrol the streets in higher numbers than ever and terrorism is on the rise as firebombs become a way of life. Although it is the closest city, it is still a two hour trip by boat from the Bunker, so don't expect any quick visits. With the second largest port and population in the nation, the Redbourne city motto is 'We're Here Too'.&lt;br /&gt;
&lt;br /&gt;
'''New Redistan''' - The surface colonies of Redistan. Destroyed in the Great Triumph. Your character must be 40 or older to come from here. The sky was red. It was beautiful.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Main_Page&amp;diff=657</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Main_Page&amp;diff=657"/>
		<updated>2022-08-26T13:13:20Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Reborn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[File:Warfare.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
=&amp;lt;center&amp;gt;About&amp;lt;/center&amp;gt;=&lt;br /&gt;
IS12 is a heavily modified SS13 server originally based on [https://baystation12.net/ Baystation] but is now so far removed from BS12 that pretty much nothing on their wiki is relevant to the codebase anymore. As such this wiki was made specifically for housing information relevant to IS12. If you're brand new to SS13 in general you'd like to know how to play the base game, we suggest you [https://tgstation13.org/wiki/Starter_guide go] [https://wiki.baystation12.net/Guide_for_New_Players read] [https://www.paradisestation.org/wiki/index.php/Guide_for_beginners some] [http://www.ss13.eu/wiki/index.php/New_Players other] [https://wiki.ss13.co/Getting_Started guides]. &amp;lt;b&amp;gt;Though this wiki does serve as a basic repository of information, the changelogs, updates on the game, and general community are housed on the discord, which can be found [https://discord.gg/FVRctMD here].&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==IS12 Warfare==&lt;br /&gt;
IS12 Warfare varies between a vague a cold war-esque, and vague WW1 team deathmatch game with visual influences from Gone With The Blastwave. Hosted every Monday and Wednesday at 3PM EST, you're either red, or blue, and your objective is to either deplete all the other sides reinforcements or take over their trenches and activate the point of no return. It plays a bit like how rush plays from the battlefield series, if you've played that before. While it takes some visual influence from Gone With The Blastwave it is not related to it in any other way. This is not a fan game. It does not take place in the same universe as the comic. It is not affiliated with the comic in any way.&lt;br /&gt;
&lt;br /&gt;
*[[Roles|Warfare Roles]]&lt;br /&gt;
*[[Guide to Medicine]]&lt;br /&gt;
*[[Getting Started]]&lt;br /&gt;
*[[Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reborn==&lt;br /&gt;
The &amp;quot;RP&amp;quot; game mode. Hosted usually on Thursday and Saturday at 3PM EST. Read all about it [[Reborn|here]].&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Reborn&amp;diff=628</id>
		<title>Reborn</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Reborn&amp;diff=628"/>
		<updated>2022-01-09T21:27:35Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Proud Redistanis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Redistan, my Beloved==&lt;br /&gt;
Interstation 12: Reborn is the roleplay focused IS12 codebase. Set in a Redistani bunker decades after the 'eternal' Redistani-Blusnian war ended, Reborn focuses more on player agency to develop the world and characterization rather than strictly sticking to 50000 word lore articles. That being said, the following is a little primer to help get you ready to jump in without feeling out of place.&lt;br /&gt;
----&lt;br /&gt;
GREAT LEADER brought upon Redistan a glorious triumph. A society stuck entirely underground for all of recorded history, unable to face the shame of the blue sky above, finally triumphing over nature itself by blocking out the disgusting skies above with thick layers of ashen smoke. The people of Redistan could finally marvel at the wonders of the surface without distress. This short period of surface colonization was quickly ended by the calls of war. Blusnia could not bare to see the sky so opaque. All out war was waged over the surface. This was the beginning of the Great War for the Surface, a 10 year period that ended in a crushing defeat for Blusnia, a 46% loss rate. Attrition had taken its toll and Blusnia retreated back to its core territories.&lt;br /&gt;
&lt;br /&gt;
A period of 'peace' followed, as both nations rebuilt their militaries and begun designing their own weaponry instead of using ancient surplus.&lt;br /&gt;
Roughly 40 years passed without major conflict, although small violent encounters were often. With so little sun reaching large regions of the planet, an increasing winter began to set in. Redistan saw this period as a time to send some of its troops further north, to the warmer jungles of Greence, a pacifistic jungle nation not seeing the point in the dividing of colours. Its clear Blue waters, bright Blue skies and lush Green plant life were simply too much for the Redistanis to bare. Blusnia saw this as a good time to begin a second invasion of New Redistan, officially beginning the Cold Hot War.&lt;br /&gt;
&lt;br /&gt;
The Cold Hot War only lasted 3 years until a total Blusnian surrender. Although neither side had taken or lost ground, simply retaking and relosing the same territory over and over, the establishment of the Warp Corps and the subsequent loss of fifty thousand Redistani Warp Corps 'volunteers' the very next day managed to land a small detachment of Warp Corps soldiers inside the Blusnian National House of Government forced President Obluma's hand. Blusnia retreated as everyone prepared for the next few decades of small border conflicts.&lt;br /&gt;
&lt;br /&gt;
The very next day, nuclear missiles rained down upon New Redistan. It is said the first Blusnian missile didn't even detonate, it simply crushed an orphanage. Redistan, of course, retaliated with what little nuclear arms they could find across their newly conquered territory, but it was too little too late. What was left of the surface was evacuated underground again and the surface was written off as unlivable. Over the coming weeks soldiers stationed in newly conquered Blusnian territories found their way back to 'old' Redistan, although many never made it.&lt;br /&gt;
&lt;br /&gt;
Although New Redistan was lost, the Blusnian menace could once and for all be considered extinct. This was christened the Great Triumph, a momentous occasion signalling the end of Eternal War with Blusnia.&lt;br /&gt;
&lt;br /&gt;
This brings us 39 years later, to the time of Reborn. GREAT LEADER lives, ruling Redistan righteously from THE CAPITAL in the western reaches of Redistan. Redistan still stands, but it finds itself in a state of turmoil. Without an external threat such as the Blusnians, a small minority of people find themselves questioning the harshness of GREAT LEADER's rule. These people are collectively known as Separatists. Most simply want to separate themselves from GREAT LEADER, form a Redistan of their own. Others reject their Red identity entirely, pronouncing themselves to be the successors of the Blusnian state. Infighting is common amongst Separatists as they all have differing ideas on what they want to achieve. While small uprisings were common over the past four decades, it is only now that it has become problematic. A large scale uprising was attempted in Eastern Redistan two years ago and although it was extremely bloody for all sides involved, it ultimately failed. Just recently one of the 'big five' cities, Redlin, was reduced to rubble after months of fighting. Although it was thought the destruction in Redlin would have an adverse affect on many Redistani people, pre-existing conceptions about the city made most write it off as 'inevitable'. Regardless, the Separatist threat in Redistan is very much still alive and not to be underestimated.&lt;br /&gt;
&lt;br /&gt;
A little about each city:&lt;br /&gt;
&lt;br /&gt;
'''THE CAPITAL''' - A sprawling, stacked mess of a city. Endless, heaped slums hug the coasts and ports of the city with some of them, such as the Spaghetto, becoming what is essentially a self contained city. Gargantuan elevators transport cargo and people to the upper levels, housing the hundreds of Ministries and other organisations keeping the necrotic bureaucratic heart of Redistan pumping. The majority of Redistan's nobility lives here, enjoying a life of joyful ignorance and endless entertainment. A particularly popular pass time here is show business. Nobles love their matinees.&lt;br /&gt;
&lt;br /&gt;
'''Redlin''' - Formerly the industrial heart of Redistan, located smack dab in the middle of the P. Sea. Always seen as a den of villainy and general crime. A large drawn out battle between Separatist and Redistani forces concluded here recently, leaving the city in a mostly unusable state. Rather than rebuild it, it was decided that the city would be easily converted into the world's largest prison, perfect for incarcerating all the surrendering forces who miraculously survived the Battle of Redlin.&lt;br /&gt;
&lt;br /&gt;
'''Redbourne''' - Known as the Great Red Jewel of the East, Redbourne is the closest city to the bunker Reborn takes place in. It's a lesser developed city than the others, but it finds itself filling a niche, having the second largest port in all of Redistan. Although it is the closest, it is still a two hour trip by boat from the Bunker, so don't expect any quick visits.&lt;br /&gt;
&lt;br /&gt;
'''Redbury''' - The second most populous city in Redistan, Redbury is known as the party capital of the planet. Strips of casinos and a strange, balmy micro-climate from its northern location make it easy to understand why. Mr. Redz officially lives here.&lt;br /&gt;
&lt;br /&gt;
'''St. Redersburg''' - The quietest big city in Redistan, St. Redersburg is seen as a giant retirement home more than anything else. This city is located close to THE CAPITAL and as such, has no slums. It evicts all its poor people to the Spaghetto. Most people from here are the children of nobles, grew up servicing them or were taken in as apprentices by bored retirees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no more blues. The Blusnians are all dead. Anyone who says they are a blue will be shot. Don't try to say you're a blue.&lt;br /&gt;
&lt;br /&gt;
==Proud Redistanis==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 80%; ax-width: 120em; border-spacing: 2em; clear: both&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:0; color: #ffffff; background: #bbb;  border: 2px solid #634B4F; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 10%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Role'''&lt;br /&gt;
| style=&amp;quot;width: 5%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Slots'''&lt;br /&gt;
| style=&amp;quot;width: 50%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Description'''&lt;br /&gt;
| style=&amp;quot;width: 40%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | [[File:scrungudant.png]] '''The Nobility''' - Pompous assholes, living in fantasy land. Expect them to blame you when reality comes knocking.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:commandant.png]]&amp;lt;h3&amp;gt;[[Commandant]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Your Commandant is your lifeline. In this time of civil war they have purchased this defensible bunker and fully expect to reap the rewards of it. High taxes and free lunches are a given. They typically enjoy having their subjects perform their every whimsy. Best listen up.&lt;br /&gt;
| As Commandant, your underlings will manage most tasks for you. Adjust the tax rate as you see fit, make pointless announcements and perform corrections where needed, otherwise your time is yours to &amp;lt;s&amp;gt;torture&amp;lt;/s&amp;gt; enlighten your subjects.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:consort.png]]&amp;lt;h3&amp;gt;[[Consort]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the Commandant's dear partner. Throw your nobility around, you've earned it.&lt;br /&gt;
| You have as much authority as the Commandant, given you're not going against them. Commoners might not like to listen to you, getting a Peacekeeper's truncheon to the face is a quick fix.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:scion.png]]&amp;lt;h3&amp;gt;[[Scion]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're one of the Commandant and Consort's pride and joy. You're a spoiled brat with far too much power, although you're a weak child with little ability to exercise it.&lt;br /&gt;
| Try to abuse your parents goodwill to get what you want. They have plenty to share.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:servant.png]]&amp;lt;h3&amp;gt;[[Servant]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| More of a pet than a noble, you're a prisoner shipped in from THE CAPITAL, given another chance at freedom through unending indentured servitude! The Commandant's palace is filthy and their children are very hungry. Best get to work soon.&lt;br /&gt;
| A good servant is one who is seen as little as possible. Try to assume what your Commandant wants and have it done before they have time to ask for it.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; |  [[File:avodant.png]] '''The Gatewatch''' - Good morning inspector. Refuse all Italians entry. Glory to Redistan.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:avocado.png]]&amp;lt;h3&amp;gt;[[Advocatus]]&amp;lt;/H3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| A Bureaucrat from back West, sent to this backwater to assure it doesn't become a den of separatists, occasionally reporting back to senior Advocatii in THE CAPITAL. The Redistani Civil War makes mistakes unacceptable. Do not be afraid to be cruel. Glory to Redistan.&lt;br /&gt;
| You have the same amount of authority as the Commandant, although you do not own his land. Do not be afraid to challenge his orders if they are unreasonable, and make your men hold steadfast.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:inspector.png]]&amp;lt;h3&amp;gt;[[Inspector]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Giddy volunteers to the A.A.M., encouraged to keep their full attention through the retroactive punishment of their family. Some inspectors are in it for the Patriotism of keeping their country safe from those disgusting Separatists. Others just like to see the look on a child's face as they bar them from getting medical attention inside the bunker. Glory to Redistan.&lt;br /&gt;
| Your Advocatus is likely unhappy over their assignment to such a small settlement. Corruption is widespread this far East for a reason. Use that to your advantage.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:watchdog.png]]&amp;lt;h3&amp;gt;[[Watchdog]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| A grunt of the Gatewatch. Although you may often be made to keep in shape with drills or mop up the floors around the checkpoint, you have plenty of downtime too. If only you got a comfy chair to sit in as well...&lt;br /&gt;
| Not having to move much means a much closer eye can be kept on those in the line. Be sure to remind them with the megaphones what restrictions are in place.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:pkudant.png]] '''The Peacekeepers''' - KEEP THE PEACE, DAMNIT!!!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:hpeacekeeper.png]]&amp;lt;h3&amp;gt;[[Head Peacekeeper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| A noble, with a small litany of disorganised but (usually) loyal troops at your disposal. Coordinate your Cadets and Peacekeepers well. Your equipment may be outdated, but it is plentiful. Do not be afraid to organise your men strongly.&lt;br /&gt;
| Your men may be called for occasional raids beyond the gate, into the slums. Keep them close, there's no shortage of unfriendly faces out there.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:peacekeeper.png]]&amp;lt;h3&amp;gt;[[Peacekeeper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| You might be schlubby, you might be unfit, but you're here and that's all that really counts. Your main jobs are going to be pest control and abusing what little power you have. You can always make up any charge you like, it's not like whoever you're accusing has a book of laws. Maybe if you suck up enough, the Head Peacekeeper will bother with outfitting you with some nicer gear. Make sure to follow his words to a T.&lt;br /&gt;
| Be glad you're not back West, fighting Separatists on the front lines.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cadet.png]]&amp;lt;h3&amp;gt;[[Cadet]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Merely a child, your tendency to bully others and throw your weight around made you a prime pick for the Peacekeeping forces. You might not be on the front lines, but you're sure to make your country and  parents proud.&lt;br /&gt;
| While you're more proficient with weapons than most children, you are still rather weak. You make for a strong scout, as well as a keen accompaniment to adult peacekeepers. They're sure to teach you well if you ask.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ranger.png]]&amp;lt;h3&amp;gt;[[Cave Ranger]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You were born into the caves, molded by them. You didn't see civilisation until you were already an adult. The caves are your home and you're sure to treat them and all their inhabitants well. Keep poachers away from the wildlife, give litterers the death penalty and patch up any idiots who end up bleeding out in the caves.&lt;br /&gt;
| The caves are your home. Treat them like you would a family member.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bellhop.png]]&amp;lt;h3&amp;gt;[[Bellhop]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| As a young child, you were crushed in a not-so-freak elevator accident. Ever since, you've been terrified of the world outside the Elevators. If they do this to their friends, imagine what they do to enemies! You're disgusting, deformed, and slow, but you like it that way. You never have to get up and move! Manage the elevator well. The spirit of the Great Transporter demands it.&lt;br /&gt;
| The elevator is the lifeline of Eversmile. Get people to where they need to go, useless Bellhops are not taken well.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:scab.png]]&amp;lt;h3&amp;gt;[[Scab]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You fucked up and now you're out on your ass, kicking it in the Slums. You've copped slum duty after fucking up bad and now you have to maintain order in what you're pretty sure is a literal cess pit. Make sure Mr. Redz is happy with the security of his factory, he's sure to hand you a little bonus if you do a good job.&lt;br /&gt;
| Power in numbers. Just having your partner nearby is likely to scare most opportunists off.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungtitioner.png]] '''The Practitioners''' - Let's go practice medicine.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:hprac.png]]&amp;lt;h3&amp;gt;[[Head Practitioner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The head honcho. You have the longest beak, so you are in charge. You might not have ever actually seen a bird, but you know how to lead your flock to glory. Remember, if the power goes out, it's not just the Undertaker they're going to blame.&lt;br /&gt;
| Always assume your underlings are incompetent. Demonstrate to them the art of practicing medicine.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:prac.png]]&amp;lt;h3&amp;gt;[[Practitioner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| One of the Head Practitioner's flock. Your beak size may vary, but it'll never be bigger than the Head's. You're so dedicated to the art of practicing medicine that you voluntarily had your garments stitched into your skin. Best take a shower before heading out of the clinic.&lt;br /&gt;
| Absolutely no beakfighting allowed in the clinic. Try to remember your [[Guide to Medicine|schooling]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:apprentice.png]]&amp;lt;h3&amp;gt;[[Apprentice]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're a young apprentice to the Birdmen, freshly sent from one of the western Academies. Yet to get a worthy beak of your own, it's up to you to prove yourself and truly take in the words of your superiors. You'll get that beak yet, sonny.&lt;br /&gt;
| Schooling is all well and good, but it doesn't compare to practical experience. Do not be afraid to ask your superiors for help.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:chemist.png]]&amp;lt;h3&amp;gt;[[Chemist]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're a contractor under the Birdmen, not as dedicated to medicine as they are. Too bad they stitched the clothing into your skin anyway. At least you'll be left alone most of the time.&lt;br /&gt;
| Chemists are most useful when they spend time making premixed chemical combinations or ship chemicals off to the C.C.M. for profit.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:undertaker.png]]&amp;lt;h3&amp;gt;[[Undertaker]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Secretly the most important person in the entire clinic. You love to hang around corpses, so you got the wonderous duty of hacking up bodies and feeding their limbs to The Beast. There is sure to be no shortage of dead people in the bunker.&lt;br /&gt;
| Undertakers are very versatile. Who's to say that person wasn't already dead when you caved their skull in?&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungissary.png]] '''The Customary and Commercenary Ministry''' - Turn a profit, damn the expense!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:commissary.png]]&amp;lt;h3&amp;gt;[[Commissariat]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The economic heart of the bunker, supposedly. You know what things are worth. Never pay full value, you have to turn a profit as well.&lt;br /&gt;
| Your men are loyal, as long as you pay them well. As long as there's a profit to be made, ANYTHING is justifiable to the C.C.M..&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cpusher.png]]&amp;lt;h3&amp;gt;[[Crate Pusher]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You push crates. You also break legs and kidnap people, if the Commissariat needs it done.&lt;br /&gt;
| Work hard. Set goals. Invest. C.C.M. mindset.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ckid.png]]&amp;lt;h3&amp;gt;[[Cargo Kid]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're a young entrepreneur, starting that grind early. Your older colleagues are sure to have some tips for you.&lt;br /&gt;
| A great learning role with very little responsibility.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:miner.png]]&amp;lt;h3&amp;gt;[[Salvage Miner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| You're a miner. You mine. Bring anything especially valuable to the Commissariat, dump the rest onto the Blacksmith.&lt;br /&gt;
| Great for spelunking or fighting mobs. Cave drip is not real.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:redzgus.png]] '''The Factory''' - No union? No worries!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:mrredz.png]]&amp;lt;h3&amp;gt;[[Mr. Redz]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the fattest fuck in all of the bunker. You won ownership of a factory here in a backroom game and it's turning you a tidy profit. Your Foreman will typically have the factory under control, so feel free to go commiserate with your fellow fatass nobles. Always have food at hand. It's always time for a Cheeseburger.&lt;br /&gt;
| NO ONE FUCKS WITH MR. REDZ.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:foreman.png]]&amp;lt;h3&amp;gt;[[Foreman]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're Mr. Redz's trusted assistant. Do whatever he asks of you. This will typically be yelling at his workers to work harder.&lt;br /&gt;
| Mr. Redz has a lot of money and you work oh so hard for him. Perhaps a bonus is in order?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factory.png]]&amp;lt;h3&amp;gt;[[Factory Worker]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 6&lt;br /&gt;
| You're true working class, real brown collar shit. Whittle down the hours until the whistle blows so you can get off shift and blow your meagre paycheck at the Italian's place on cigarettes and pasto.&lt;br /&gt;
| Keep a steady pace. Work too fast, you never know what might happen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:kidfactory.png]]&amp;lt;h3&amp;gt;[[Child Worker]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Workers are getting harder to come by in Redistan as more and more people are sent to the front during the Civil War. Thank GREAT LEADER child labour is encouraged for proper childhood development.&lt;br /&gt;
| Don't be afraid to ask for help. No one expects anything of you, you're a child!&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungchef.png]] '''The Civillians''' - What, no food?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cook.png]]&amp;lt;h3&amp;gt;[[Cook]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Not quite experienced enough to be a proper chef, you at least know enough to run your own hash house. Cook whatever you like, just don't get too Italian with it, it doesn't mix well with the local palate. Don't give your child tap water.&lt;br /&gt;
| Food service has very thin margins. Mark up everything you can. The vending machines are far too expensive to be worth it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:asscook.png]]&amp;lt;h3&amp;gt;[[Assistant Cook]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the cook's apprentice. You're not going to do much cooking, but he should be able to teach you the art of crying in the walk-in between orders.&lt;br /&gt;
| Cooking is best for visual learners. Pay attention to what the cook does if you want to learn.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:smith.png]]&amp;lt;h3&amp;gt;[[Blacksmith]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the local Blacksmith. Even further East, you're the lifeline of a developing town. In an established bunker you're mostly an arms merchant. Smith hard, smith well. You are sure to make a tidy profit.&lt;br /&gt;
| You have a strong position, servicing both the outside and inside of the bunker. Just be careful to not get too shady, the Watchdogs like to keep an eye on you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:janitor.png]]&amp;lt;h3&amp;gt;[[Janitor]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Sweep it up, janny. The bunker is filthy and you control the mops. A clean bunker is an orderly one.&lt;br /&gt;
| You have good justification for getting into other people's workplaces. Try not to have sticky fingers.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:mullen.png]]&amp;lt;h3&amp;gt;[[Mullen]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| A private dick. This bunker is a festering pit of darkness and hyper realistic blood, angels weeping, dead inside, fucked up shit and thick skin. You get the idea. Try to offer your services, there's sure to be someone who has a case.&lt;br /&gt;
| When a bum sees a dick coming, he don't stick around.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungiminal.png]] '''The Underbelly''' - Woah mama mia cunt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:caporegime.png]]&amp;lt;h3&amp;gt;[[Caporegime]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The head of the local branch of Post-Italian troublemakers. You're here representing your Godfather back West in the Spaghetto. There's a multitude of ways to get things done down here, it's just a matter of picking which one.&lt;br /&gt;
| Pure violence is typically a poor choice for the mafia. Try to keep your exploits well thought out and executed. Do not play this role if you're bad at leading people.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:associate.png]]&amp;lt;h3&amp;gt;[[Associate]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| Your standard Post-Italian grunt. Follow your Caporegime's orders, it's not like you have anywhere else to go. Post-Italians are naturally intimidating. Their patterns of speech strike fear into even the most stalwart Carnifexes.&lt;br /&gt;
| This is a Wildcard role. Talking will quickly give you away, but you can blend in fairly well if you keep quiet.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bocco.png]]&amp;lt;h3&amp;gt;[[Bocconcino]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The Mafia's very own orphan to boss around. Although you're not Italian, they've accepted you as one of their own. The fact that you're not Italian makes you far less suspect than the rest of the Mafia.&lt;br /&gt;
| This is a Wildcard role.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:smuggler.png]]&amp;lt;h3&amp;gt;[[Smuggler]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're a smuggler. You specialise in Black Market affairs.&lt;br /&gt;
| This is a Wildcard role. You can give people forgable passports. Just try not to get strip searched at the border.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:merc.png]]&amp;lt;h3&amp;gt;[[Drifting Mercenary]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're a mercenary. You might have no money to your name but you're sure to find work somewhere. Try your local nobles.&lt;br /&gt;
| This is a Wildcard role. DISPERSE IN THE NAME OF MR. REDZ'S FRIENDLY ORDINANCE COMPANY!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:scrungus.png]]&amp;lt;h3&amp;gt;[[Wildcard]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| &amp;gt;20&lt;br /&gt;
| A pool of special roles that you can't get normally, ranging from noble tourists, to Post-Italian Mafiosos and everything in between. Most wildcard roles are not listed on this page.&lt;br /&gt;
| Follow your instincts and you will do well.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=IScal&amp;diff=625</id>
		<title>IScal</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=IScal&amp;diff=625"/>
		<updated>2021-12-04T06:31:56Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* From Escalation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''IScal''' (name pending) is a highly modified fork of the July 2020 Escalation release. IScal is a &amp;quot;tactical&amp;quot; &amp;quot;shooter&amp;quot;, where several military factions with unique looks, different guns, and different languages do small scale battle, to either eliminate each other, or attack or defend specific objectives. While it has a lot of extra features, improvements, and changes, at its core it is still very much an &amp;quot;SS13&amp;quot; experience, and its controls and general gameplay feel reflect that. Do not go in expecting the &amp;quot;most refined 2D shooting experience&amp;quot;, SS13 jank cannot be escaped, it is just part of the experience.&lt;br /&gt;
&lt;br /&gt;
= Gameplay Differences =&lt;br /&gt;
Probably the most important thing for any newcomer from either IS12, or from Escalation (what three of you left that haven't already played this and somehow aren't banned) is what's changed in the gameplay. So to make things convienent here are the differences&lt;br /&gt;
[[File:Iscal example.png|thumb|A lone Krasnyj Pakt soldier traversing the snowy woods.]]&lt;br /&gt;
== General Differences ==&lt;br /&gt;
* '''There are weapon attachments you can get in the character creation screen.''' You can only pick two though, and putting them on your gun will slow you down when the gun is in your hands. Keep in mind not all roles have access to attachments either.&lt;br /&gt;
* '''There is a cover system.''' Pressing ''spacebar'' will allow you to take cover and stand up. If you are behind an object such as sandbags, brustwehrs, or trees, bullets will fly over you instead of hitting you, as long as the person shooting you is not right up on top of you. &lt;br /&gt;
* '''Your name is randomly generated.''' Due to how the different languages and factions work, you can no longer pick your own name. One will be generated for you.&lt;br /&gt;
* '''Custom lighting system!''' Lights are now a filter effect, and thus move 100% smoothly instead of having to update with the MC. This has its pros and cons, but overall it reduces lag by 99%.&lt;br /&gt;
* '''Squad highlighting.''' You will be able to visually tell who is in your squad, and what their role is, as well as be able to follow where you SL is.&lt;br /&gt;
&lt;br /&gt;
== From IS12 ==&lt;br /&gt;
* '''You only get one life.''' You cannot respawn once you die. Try to be careful.&lt;br /&gt;
* '''More intricate squad system.''' You do not just pick your class anymore, instead you pick which squad you want to be apart of, as well as your class.&lt;br /&gt;
* '''Multiple factions on the same side.''' No more just red vs blue, there's actual factions now with different guns, and depending on the map and mode, people who do not speak the same language can be fighting together on the same side.&lt;br /&gt;
* '''You no longer need to manually wield guns.''' Guns now wield automatically when you pick them up, as long as your other hand is empty.&lt;br /&gt;
* '''Unloading your gun is now done by clicking on your held gun with your offhand.''' Like how you do it in all other SS13 servers that aren't IS12.&lt;br /&gt;
* '''There is no combat mode.''' Instead to shoot accurately, toggle aim mode with right mouse button.&lt;br /&gt;
* '''Much heavier focus on automatic guns.''' If you played Coldfare, you should be used to this. If not, prepare to hold down LMB and shoot your offbrand AKs at whatever moves in the bushes.&lt;br /&gt;
&lt;br /&gt;
== From Escalation ==&lt;br /&gt;
* '''Whitelist per unity system has been removed. Teams are balanced automatically.''' No more trying to herd the cats that are SS13 players. You just pick your squad and your role now.&lt;br /&gt;
* '''All real world nations have been removed. It is not the 1980s, this is not the real world.''' If you're annoyed by that, don't play. &lt;br /&gt;
* '''The game mode actually works correctly now.''' It can be lost and won and end like a normal round of SS13, no more waiting for the admins/referees to declare a winner, and then the game crashing.&lt;br /&gt;
* '''Reduced lag (as long as there are below 65 players).''' Escalation ran like shit. It still runs like shit. This one doesn't run like shit as much.&lt;br /&gt;
* '''New projectile and aiming system.''' You now need to tap right mouse button to aim properly, and projectiles no longer float lazily across the screen towards their target.&lt;br /&gt;
&lt;br /&gt;
= Setting and Lore =&lt;br /&gt;
The setting is IScal is not the same as IS12 Warfare/Reborn, and does not take place in the same universe. Instead it takes place in its own universe, and tells the story of a bloody civil war between two warring political factions in the fictional nation of Tavoria.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
The country of Tavoria is facing brutal hardships. An economic collapse has left most of the population without work, and slow government response has left the people angry. With tensions on the rise, and the looming influence of the Rhinelands and Rus regions surrounding the country, the country has been left split between a separatist faction known as The People's Radical Party (Narodna Radikalna Stranka), and The Democratic Labor Party (Demokratska Laburisticka Stranka). The Radicals are backed by the communist led and Rus funded PMC group, the &amp;quot;Krasnyj Pakt&amp;quot; (Red Pact), while the Democratic Party has sought aid from the Royal Army of Tavoria, and the Rhineland backed and funded &amp;quot;Blauen Krallen&amp;quot; (Blue Talons) PMC group. The war is only just beginning... these are dark times for Tavoria...&lt;br /&gt;
&lt;br /&gt;
== Playable Factions ==&lt;br /&gt;
Below are the playable factions in IScal.&lt;br /&gt;
* '''Demokratska Laburisticka Stranka Tavorije''' or &amp;quot;The Democratic Labor Party of Tavoria&amp;quot; are the primary force fighting for keeping the union of Tavoria together. Formed in response to the creation of Narodna Radikalna Stranka, they are just as ragtag as their enemy, relying mostly on surplus weapons from what's left of the countries official military and military support from the Blauen Krallen. Made up of mostly inexperienced but passionate young men, and led by bitter old vets, The Democratic Labor Party of Tavoria fight fiercely to as they see it, save their nation from destruction.&lt;br /&gt;
* '''Die Blauen Krallen''' or &amp;quot;The Blue Talons&amp;quot;, are a PMC that hails from, and is financially backed by the Germantic speaking nation of Rhineland. Rhineland has a lot of interest in keeping Tavoria a &amp;quot;democratic&amp;quot; nation, and are the Blauen Krallen are the Rhineland's way of sending military support without &amp;quot;directly&amp;quot; involving themselves.&lt;br /&gt;
* '''Narodna Radikalna Stranka Tavorije''' or &amp;quot;The People's Radical Party of Tavoria&amp;quot;, are radical separtists who are, to put it lightly, deeply unhappy with the current state of a affairs in Tavoria. They wish to make Tavoria a communist nation once again, as it was on the old days, and if not, then they wish to make their own nation, and not be bound to Tavoria any longer. They are just as rag tag as their opposing army, and require a lot of aid from the Krasnyj Pakt. Just like forces of the Democratic party, they are young, inexperienced, and fiercely passionate about doing what, in their eyes, is best for their nation.&lt;br /&gt;
* '''Krasnyj Pakt''' or &amp;quot;The Red Pact&amp;quot;, are a PMC force that hails from, and is backed by Rus. Rus shares the People's Radical Party's ideals of making Tavoria a &amp;quot;red&amp;quot; nation once more, and while the country isn't in a political position to send troops in directly, they are more than welcome to financially support and equip the Krasnyj Pakt to do it for them.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=IScal&amp;diff=624</id>
		<title>IScal</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=IScal&amp;diff=624"/>
		<updated>2021-12-04T06:30:46Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* From Escalation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''IScal''' (name pending) is a highly modified fork of the July 2020 Escalation release. IScal is a &amp;quot;tactical&amp;quot; &amp;quot;shooter&amp;quot;, where several military factions with unique looks, different guns, and different languages do small scale battle, to either eliminate each other, or attack or defend specific objectives. While it has a lot of extra features, improvements, and changes, at its core it is still very much an &amp;quot;SS13&amp;quot; experience, and its controls and general gameplay feel reflect that. Do not go in expecting the &amp;quot;most refined 2D shooting experience&amp;quot;, SS13 jank cannot be escaped, it is just part of the experience.&lt;br /&gt;
&lt;br /&gt;
= Gameplay Differences =&lt;br /&gt;
Probably the most important thing for any newcomer from either IS12, or from Escalation (what three of you left that haven't already played this and somehow aren't banned) is what's changed in the gameplay. So to make things convienent here are the differences&lt;br /&gt;
[[File:Iscal example.png|thumb|A lone Krasnyj Pakt soldier traversing the snowy woods.]]&lt;br /&gt;
== General Differences ==&lt;br /&gt;
* '''There are weapon attachments you can get in the character creation screen.''' You can only pick two though, and putting them on your gun will slow you down when the gun is in your hands. Keep in mind not all roles have access to attachments either.&lt;br /&gt;
* '''There is a cover system.''' Pressing ''spacebar'' will allow you to take cover and stand up. If you are behind an object such as sandbags, brustwehrs, or trees, bullets will fly over you instead of hitting you, as long as the person shooting you is not right up on top of you. &lt;br /&gt;
* '''Your name is randomly generated.''' Due to how the different languages and factions work, you can no longer pick your own name. One will be generated for you.&lt;br /&gt;
* '''Custom lighting system!''' Lights are now a filter effect, and thus move 100% smoothly instead of having to update with the MC. This has its pros and cons, but overall it reduces lag by 99%.&lt;br /&gt;
* '''Squad highlighting.''' You will be able to visually tell who is in your squad, and what their role is, as well as be able to follow where you SL is.&lt;br /&gt;
&lt;br /&gt;
== From IS12 ==&lt;br /&gt;
* '''You only get one life.''' You cannot respawn once you die. Try to be careful.&lt;br /&gt;
* '''More intricate squad system.''' You do not just pick your class anymore, instead you pick which squad you want to be apart of, as well as your class.&lt;br /&gt;
* '''Multiple factions on the same side.''' No more just red vs blue, there's actual factions now with different guns, and depending on the map and mode, people who do not speak the same language can be fighting together on the same side.&lt;br /&gt;
* '''You no longer need to manually wield guns.''' Guns now wield automatically when you pick them up, as long as your other hand is empty.&lt;br /&gt;
* '''Unloading your gun is now done by clicking on your held gun with your offhand.''' Like how you do it in all other SS13 servers that aren't IS12.&lt;br /&gt;
* '''There is no combat mode.''' Instead to shoot accurately, toggle aim mode with right mouse button.&lt;br /&gt;
* '''Much heavier focus on automatic guns.''' If you played Coldfare, you should be used to this. If not, prepare to hold down LMB and shoot your offbrand AKs at whatever moves in the bushes.&lt;br /&gt;
&lt;br /&gt;
== From Escalation ==&lt;br /&gt;
* '''Whitelist per unity system has been removed. Teams are balanced automatically.''' No more trying to herd the cats that are SS13 players. You just pick your squad and your role now.&lt;br /&gt;
* '''All real world nations have been removed. It is not the 1980s, this is not the real world.''' If you're annoyed by that, don't play. &lt;br /&gt;
* '''The game mode actually works correctly now.''' It can be lost and won and end like a normal round of SS13, no more waiting for the admins/referees to declare a winner, and then the game crashing.&lt;br /&gt;
* '''Reduced lag (as long as there are below 65 players).''' Escalation ran like shit. It still runs like shit. This one doesn't run like shit as much.&lt;br /&gt;
* '''New projectile and aiming system.''' You now need to hold down right mouse button to aim properly, and projectiles no longer float lazily across the screen towards their target.&lt;br /&gt;
&lt;br /&gt;
= Setting and Lore =&lt;br /&gt;
The setting is IScal is not the same as IS12 Warfare/Reborn, and does not take place in the same universe. Instead it takes place in its own universe, and tells the story of a bloody civil war between two warring political factions in the fictional nation of Tavoria.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
The country of Tavoria is facing brutal hardships. An economic collapse has left most of the population without work, and slow government response has left the people angry. With tensions on the rise, and the looming influence of the Rhinelands and Rus regions surrounding the country, the country has been left split between a separatist faction known as The People's Radical Party (Narodna Radikalna Stranka), and The Democratic Labor Party (Demokratska Laburisticka Stranka). The Radicals are backed by the communist led and Rus funded PMC group, the &amp;quot;Krasnyj Pakt&amp;quot; (Red Pact), while the Democratic Party has sought aid from the Royal Army of Tavoria, and the Rhineland backed and funded &amp;quot;Blauen Krallen&amp;quot; (Blue Talons) PMC group. The war is only just beginning... these are dark times for Tavoria...&lt;br /&gt;
&lt;br /&gt;
== Playable Factions ==&lt;br /&gt;
Below are the playable factions in IScal.&lt;br /&gt;
* '''Demokratska Laburisticka Stranka Tavorije''' or &amp;quot;The Democratic Labor Party of Tavoria&amp;quot; are the primary force fighting for keeping the union of Tavoria together. Formed in response to the creation of Narodna Radikalna Stranka, they are just as ragtag as their enemy, relying mostly on surplus weapons from what's left of the countries official military and military support from the Blauen Krallen. Made up of mostly inexperienced but passionate young men, and led by bitter old vets, The Democratic Labor Party of Tavoria fight fiercely to as they see it, save their nation from destruction.&lt;br /&gt;
* '''Die Blauen Krallen''' or &amp;quot;The Blue Talons&amp;quot;, are a PMC that hails from, and is financially backed by the Germantic speaking nation of Rhineland. Rhineland has a lot of interest in keeping Tavoria a &amp;quot;democratic&amp;quot; nation, and are the Blauen Krallen are the Rhineland's way of sending military support without &amp;quot;directly&amp;quot; involving themselves.&lt;br /&gt;
* '''Narodna Radikalna Stranka Tavorije''' or &amp;quot;The People's Radical Party of Tavoria&amp;quot;, are radical separtists who are, to put it lightly, deeply unhappy with the current state of a affairs in Tavoria. They wish to make Tavoria a communist nation once again, as it was on the old days, and if not, then they wish to make their own nation, and not be bound to Tavoria any longer. They are just as rag tag as their opposing army, and require a lot of aid from the Krasnyj Pakt. Just like forces of the Democratic party, they are young, inexperienced, and fiercely passionate about doing what, in their eyes, is best for their nation.&lt;br /&gt;
* '''Krasnyj Pakt''' or &amp;quot;The Red Pact&amp;quot;, are a PMC force that hails from, and is backed by Rus. Rus shares the People's Radical Party's ideals of making Tavoria a &amp;quot;red&amp;quot; nation once more, and while the country isn't in a political position to send troops in directly, they are more than welcome to financially support and equip the Krasnyj Pakt to do it for them.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=IScal&amp;diff=623</id>
		<title>IScal</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=IScal&amp;diff=623"/>
		<updated>2021-12-04T06:30:10Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* From IS12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''IScal''' (name pending) is a highly modified fork of the July 2020 Escalation release. IScal is a &amp;quot;tactical&amp;quot; &amp;quot;shooter&amp;quot;, where several military factions with unique looks, different guns, and different languages do small scale battle, to either eliminate each other, or attack or defend specific objectives. While it has a lot of extra features, improvements, and changes, at its core it is still very much an &amp;quot;SS13&amp;quot; experience, and its controls and general gameplay feel reflect that. Do not go in expecting the &amp;quot;most refined 2D shooting experience&amp;quot;, SS13 jank cannot be escaped, it is just part of the experience.&lt;br /&gt;
&lt;br /&gt;
= Gameplay Differences =&lt;br /&gt;
Probably the most important thing for any newcomer from either IS12, or from Escalation (what three of you left that haven't already played this and somehow aren't banned) is what's changed in the gameplay. So to make things convienent here are the differences&lt;br /&gt;
[[File:Iscal example.png|thumb|A lone Krasnyj Pakt soldier traversing the snowy woods.]]&lt;br /&gt;
== General Differences ==&lt;br /&gt;
* '''There are weapon attachments you can get in the character creation screen.''' You can only pick two though, and putting them on your gun will slow you down when the gun is in your hands. Keep in mind not all roles have access to attachments either.&lt;br /&gt;
* '''There is a cover system.''' Pressing ''spacebar'' will allow you to take cover and stand up. If you are behind an object such as sandbags, brustwehrs, or trees, bullets will fly over you instead of hitting you, as long as the person shooting you is not right up on top of you. &lt;br /&gt;
* '''Your name is randomly generated.''' Due to how the different languages and factions work, you can no longer pick your own name. One will be generated for you.&lt;br /&gt;
* '''Custom lighting system!''' Lights are now a filter effect, and thus move 100% smoothly instead of having to update with the MC. This has its pros and cons, but overall it reduces lag by 99%.&lt;br /&gt;
* '''Squad highlighting.''' You will be able to visually tell who is in your squad, and what their role is, as well as be able to follow where you SL is.&lt;br /&gt;
&lt;br /&gt;
== From IS12 ==&lt;br /&gt;
* '''You only get one life.''' You cannot respawn once you die. Try to be careful.&lt;br /&gt;
* '''More intricate squad system.''' You do not just pick your class anymore, instead you pick which squad you want to be apart of, as well as your class.&lt;br /&gt;
* '''Multiple factions on the same side.''' No more just red vs blue, there's actual factions now with different guns, and depending on the map and mode, people who do not speak the same language can be fighting together on the same side.&lt;br /&gt;
* '''You no longer need to manually wield guns.''' Guns now wield automatically when you pick them up, as long as your other hand is empty.&lt;br /&gt;
* '''Unloading your gun is now done by clicking on your held gun with your offhand.''' Like how you do it in all other SS13 servers that aren't IS12.&lt;br /&gt;
* '''There is no combat mode.''' Instead to shoot accurately, toggle aim mode with right mouse button.&lt;br /&gt;
* '''Much heavier focus on automatic guns.''' If you played Coldfare, you should be used to this. If not, prepare to hold down LMB and shoot your offbrand AKs at whatever moves in the bushes.&lt;br /&gt;
&lt;br /&gt;
== From Escalation ==&lt;br /&gt;
* '''Whitelist system has been removed. Teams are balanced automatically.''' No more trying to herd the cats that are SS13 players. You just pick your squad and your role now.&lt;br /&gt;
* '''All real world nations have been removed. It is not the 1980s, this is not the real world.''' If you're annoyed by that, don't play. &lt;br /&gt;
* '''The game mode actually works correctly now.''' It can be lost and won and end like a normal round of SS13, no more waiting for the admins/referees to declare a winner, and then the game crashing.&lt;br /&gt;
* '''Reduced lag (as long as there are below 65 players).''' Escalation ran like shit. It still runs like shit. This one doesn't run like shit as much.&lt;br /&gt;
* '''New projectile and aiming system.''' You now need to hold down right mouse button to aim properly, and projectiles no longer float lazily across the screen towards their target.&lt;br /&gt;
&lt;br /&gt;
= Setting and Lore =&lt;br /&gt;
The setting is IScal is not the same as IS12 Warfare/Reborn, and does not take place in the same universe. Instead it takes place in its own universe, and tells the story of a bloody civil war between two warring political factions in the fictional nation of Tavoria.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
The country of Tavoria is facing brutal hardships. An economic collapse has left most of the population without work, and slow government response has left the people angry. With tensions on the rise, and the looming influence of the Rhinelands and Rus regions surrounding the country, the country has been left split between a separatist faction known as The People's Radical Party (Narodna Radikalna Stranka), and The Democratic Labor Party (Demokratska Laburisticka Stranka). The Radicals are backed by the communist led and Rus funded PMC group, the &amp;quot;Krasnyj Pakt&amp;quot; (Red Pact), while the Democratic Party has sought aid from the Royal Army of Tavoria, and the Rhineland backed and funded &amp;quot;Blauen Krallen&amp;quot; (Blue Talons) PMC group. The war is only just beginning... these are dark times for Tavoria...&lt;br /&gt;
&lt;br /&gt;
== Playable Factions ==&lt;br /&gt;
Below are the playable factions in IScal.&lt;br /&gt;
* '''Demokratska Laburisticka Stranka Tavorije''' or &amp;quot;The Democratic Labor Party of Tavoria&amp;quot; are the primary force fighting for keeping the union of Tavoria together. Formed in response to the creation of Narodna Radikalna Stranka, they are just as ragtag as their enemy, relying mostly on surplus weapons from what's left of the countries official military and military support from the Blauen Krallen. Made up of mostly inexperienced but passionate young men, and led by bitter old vets, The Democratic Labor Party of Tavoria fight fiercely to as they see it, save their nation from destruction.&lt;br /&gt;
* '''Die Blauen Krallen''' or &amp;quot;The Blue Talons&amp;quot;, are a PMC that hails from, and is financially backed by the Germantic speaking nation of Rhineland. Rhineland has a lot of interest in keeping Tavoria a &amp;quot;democratic&amp;quot; nation, and are the Blauen Krallen are the Rhineland's way of sending military support without &amp;quot;directly&amp;quot; involving themselves.&lt;br /&gt;
* '''Narodna Radikalna Stranka Tavorije''' or &amp;quot;The People's Radical Party of Tavoria&amp;quot;, are radical separtists who are, to put it lightly, deeply unhappy with the current state of a affairs in Tavoria. They wish to make Tavoria a communist nation once again, as it was on the old days, and if not, then they wish to make their own nation, and not be bound to Tavoria any longer. They are just as rag tag as their opposing army, and require a lot of aid from the Krasnyj Pakt. Just like forces of the Democratic party, they are young, inexperienced, and fiercely passionate about doing what, in their eyes, is best for their nation.&lt;br /&gt;
* '''Krasnyj Pakt''' or &amp;quot;The Red Pact&amp;quot;, are a PMC force that hails from, and is backed by Rus. Rus shares the People's Radical Party's ideals of making Tavoria a &amp;quot;red&amp;quot; nation once more, and while the country isn't in a political position to send troops in directly, they are more than welcome to financially support and equip the Krasnyj Pakt to do it for them.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Reborn&amp;diff=621</id>
		<title>Reborn</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Reborn&amp;diff=621"/>
		<updated>2021-10-14T06:17:56Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Redistan, my Beloved */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Redistan, my Beloved==&lt;br /&gt;
Interstation 12: Reborn is the roleplay focused IS12 codebase. Set in a Redistani bunker decades after the 'eternal' Redistani-Blusnian war ended, Reborn focuses more on player agency to develop the world and characterization rather than strictly sticking to 50000 word lore articles. That being said, the following is a little primer to help get you ready to jump in without feeling out of place.&lt;br /&gt;
----&lt;br /&gt;
GREAT LEADER brought upon Redistan a glorious triumph. A society stuck entirely underground for all of recorded history, unable to face the shame of the blue sky above, finally triumphing over nature itself by blocking out the disgusting skies above with thick layers of ashen smoke. The people of Redistan could finally marvel at the wonders of the surface without distress. This short period of surface colonization was quickly ended by the calls of war. Blusnia could not bare to see the sky so opaque. All out war was waged over the surface. This was the beginning of the Great War for the Surface, a 10 year period that ended in a crushing defeat for Blusnia, a 46% loss rate. Attrition had taken its toll and Blusnia retreated back to its core territories.&lt;br /&gt;
&lt;br /&gt;
A period of 'peace' followed, as both nations rebuilt their militaries and begun designing their own weaponry instead of using ancient surplus.&lt;br /&gt;
Roughly 40 years passed without major conflict, although small violent encounters were often. With so little sun reaching large regions of the planet, an increasing winter began to set in. Redistan saw this period as a time to send some of its troops further north, to the warmer jungles of Greence, a pacifistic jungle nation not seeing the point in the dividing of colours. Its clear Blue waters, bright Blue skies and lush Green plant life were simply too much for the Redistanis to bare. Blusnia saw this as a good time to begin a second invasion of New Redistan, officially beginning the Cold Hot War.&lt;br /&gt;
&lt;br /&gt;
The Cold Hot War only lasted 3 years until a total Blusnian surrender. Although neither side had taken or lost ground, simply retaking and relosing the same territory over and over, the establishment of the Warp Corps and the subsequent loss of fifty thousand Redistani Warp Corps 'volunteers' the very next day managed to land a small detachment of Warp Corps soldiers inside the Blusnian National House of Government forced President Obluma's hand. Blusnia retreated as everyone prepared for the next few decades of small border conflicts.&lt;br /&gt;
&lt;br /&gt;
The very next day, nuclear missiles rained down upon New Redistan. It is said the first Blusnian missile didn't even detonate, it simply crushed an orphanage. Redistan, of course, retaliated with what little nuclear arms they could find across their newly conquered territory, but it was too little too late. What was left of the surface was evacuated underground again and the surface was written off as unlivable. Over the coming weeks soldiers stationed in newly conquered Blusnian territories found their way back to 'old' Redistan, although many never made it.&lt;br /&gt;
&lt;br /&gt;
Although New Redistan was lost, the Blusnian menace could once and for all be considered extinct. This was christened the Great Triumph, a momentous occasion signalling the end of Eternal War with Blusnia.&lt;br /&gt;
&lt;br /&gt;
This brings us 39 years later, to the time of Reborn. GREAT LEADER lives, ruling Redistan righteously from THE CAPITAL in the western reaches of Redistan. Redistan still stands, but it finds itself in a state of turmoil. Without an external threat such as the Blusnians, a small minority of people find themselves questioning the harshness of GREAT LEADER's rule. These people are collectively known as Separatists. Most simply want to separate themselves from GREAT LEADER, form a Redistan of their own. Others reject their Red identity entirely, pronouncing themselves to be the successors of the Blusnian state. Infighting is common amongst Separatists as they all have differing ideas on what they want to achieve. While small uprisings were common over the past four decades, it is only now that it has become problematic. A large scale uprising was attempted in Eastern Redistan two years ago and although it was extremely bloody for all sides involved, it ultimately failed. Just recently one of the 'big five' cities, Redlin, was reduced to rubble after months of fighting. Although it was thought the destruction in Redlin would have an adverse affect on many Redistani people, pre-existing conceptions about the city made most write it off as 'inevitable'. Regardless, the Separatist threat in Redistan is very much still alive and not to be underestimated.&lt;br /&gt;
&lt;br /&gt;
A little about each city:&lt;br /&gt;
&lt;br /&gt;
'''THE CAPITAL''' - A sprawling, stacked mess of a city. Endless, heaped slums hug the coasts and ports of the city with some of them, such as the Spaghetto, becoming what is essentially a self contained city. Gargantuan elevators transport cargo and people to the upper levels, housing the hundreds of Ministries and other organisations keeping the necrotic bureaucratic heart of Redistan pumping. The majority of Redistan's nobility lives here, enjoying a life of joyful ignorance and endless entertainment. A particularly popular pass time here is show business. Nobles love their matinees.&lt;br /&gt;
&lt;br /&gt;
'''Redlin''' - The former industrial heart of Redistan, located smack dab in the middle of the P. Sea. Always seen as a den of villainy and general crime. A large drawn out battle between Separatist and Redistani forces concluded here recently, leaving the city in a mostly unusable state. Its fate is still being decided.&lt;br /&gt;
&lt;br /&gt;
'''Redbourne''' - Known as the Great Red Jewel of the East, Redbourne is the closest city to the bunker Reborn takes place in. It's a lesser developed city than the others, but it finds itself filling a niche, having the second largest port in all of Redistan. Although it is the closest, it is still a two hour trip by boat from the Bunker, so don't expect any quick visits.&lt;br /&gt;
&lt;br /&gt;
'''Redbury''' - The second most populous city in Redistan, Redbury is known as the party capital of the planet. Strips of casinos and a strange, balmy micro-climate from its northern location make it easy to understand why. Mr. Redz officially lives here.&lt;br /&gt;
&lt;br /&gt;
'''St. Redersburg''' - The quietest big city in Redistan, St. Redersburg is seen as a giant retirement home more than anything else. This city is located close to THE CAPITAL and as such, has no slums. It evicts all its poor people to the Spaghetto. Most people from here are the children of nobles, grew up servicing them or were taken in as apprentices by bored retirees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no more blues. The Blusnians are all dead. Anyone who says they are a blue will be shot. Don't try to say you're a blue.&lt;br /&gt;
&lt;br /&gt;
==Proud Redistanis==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 80%; ax-width: 120em; border-spacing: 2em; clear: both&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:0; color: #ffffff; background: #bbb;  border: 2px solid #634B4F; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 10%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Role'''&lt;br /&gt;
| style=&amp;quot;width: 5%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Slots'''&lt;br /&gt;
| style=&amp;quot;width: 50%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Description'''&lt;br /&gt;
| style=&amp;quot;width: 40%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | [[File:scrungudant.png]] '''The Nobility''' - Pompous assholes, living in fantasy land. Expect them to blame you when reality comes knocking.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:commandant.png]]&amp;lt;h3&amp;gt;[[Commandant]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Your Commandant is your lifeline. In this time of civil war they have purchased this defensible bunker and fully expect to reap the rewards of it. High taxes and free lunches are a given. They typically enjoy having their subjects perform their every whimsy. Best listen up.&lt;br /&gt;
| As Commandant, your underlings will manage most tasks for you. Adjust the tax rate as you see fit, make pointless announcements and perform corrections where needed, otherwise your time is yours to &amp;lt;s&amp;gt;torture&amp;lt;/s&amp;gt; enlighten your subjects.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:consort.png]]&amp;lt;h3&amp;gt;[[Consort]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the Commandant's dear partner. Throw your nobility around, you've earned it.&lt;br /&gt;
| You have as much authority as the Commandant, given you're not going against them. Commoners might not like to listen to you, getting a Peacekeeper's truncheon to the face is a quick fix.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:scion.png]]&amp;lt;h3&amp;gt;[[Scion]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're one of the Commandant and Consort's pride and joy. You're a spoiled brat with far too much power, although you're a weak child with little ability to exercise it.&lt;br /&gt;
| Try to abuse your parents goodwill to get what you want. They have plenty to share.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:overseer.png]]&amp;lt;h3&amp;gt;[[Overseer]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the Commandant's right hand man. You manage their finances, give advice, deal with tasks they don't want to and watch their children when they're too busy peasant hunting.&lt;br /&gt;
| A good Overseer keeps close ties with the C.C.M..&lt;br /&gt;
|-&lt;br /&gt;
| [[File:servant.png]]&amp;lt;h3&amp;gt;[[Servant]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| More of a pet than a noble, you're a prisoner shipped in from THE CAPITAL, given another chance at freedom through unending indentured servitude! The Commandant's palace is filthy and their children are very hungry. Best get to work soon.&lt;br /&gt;
| A good servant is one who is seen as little as possible. Try to assume what your Commandant wants and have it done before they have time to ask for it.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; |  [[File:avodant.png]] '''The Gatewatch''' - Good morning inspector. Refuse all Italians entry. Glory to Redistan.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:avocado.png]]&amp;lt;h3&amp;gt;[[Advocatus]]&amp;lt;/H3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| A Bureaucrat from back West, sent to this backwater to assure it doesn't become a den of separatists, occasionally reporting back to senior Advocatii in THE CAPITAL. The Redistani Civil War makes mistakes unacceptable. Do not be afraid to be cruel. Glory to Redistan.&lt;br /&gt;
| You have the same amount of authority as the Commandant, although you do not own his land. Do not be afraid to challenge his orders and make your men hold steadfast.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:inspector.png]]&amp;lt;h3&amp;gt;[[Inspector]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Giddy volunteers to the A.A.M., encouraged to keep their full attention through the retroactive punishment of their family. Some inspectors are in it for the Patriotism of keeping their country safe from those disgusting Separatists. Others just like to see the look on a child's face as they bar them from getting medical attention inside the bunker. Glory to Redistan.&lt;br /&gt;
| Your Advocatus is likely unhappy over their assignment to such a small settlement. Corruption is widespread this far East for a reason. Use that to your advantage.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:watchdog.png]]&amp;lt;h3&amp;gt;[[Watchdog]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| A grunt of the Gatewatch. Although you may often be made to keep in shape with drills or mop up the floors around the checkpoint, you have plenty of downtime too. If only you got a comfy chair to sit in as well...&lt;br /&gt;
| Not having to move much means a much closer eye can be kept on those in the line. Be sure to remind them with the megaphones what restrictions are in place.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:pkudant.png]] '''The Peacekeepers''' - KEEP THE PEACE, DAMNIT!!!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:hpeacekeeper.png]]&amp;lt;h3&amp;gt;[[Head Peacekeeper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| A noble, with a small litany of disorganised but (usually) loyal troops at your disposal. Coordinate your Cadets and Peacekeepers well. Your equipment may be outdated, but it is plentiful. Do not be afraid to organise your men strongly.&lt;br /&gt;
| Your men may be called for occasional raids beyond the gate, into the slums. Keep them close, there's no shortage of unfriendly faces out there.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:peacekeeper.png]]&amp;lt;h3&amp;gt;[[Peacekeeper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| You might be schlubby, you might be unfit, but you're here and that's all that really counts. Your main jobs are going to be pest control and abusing what little power you have. You can always make up any charge you like, it's not like whoever you're accusing has a book of laws. Maybe if you suck up enough, the Head Peacekeeper will bother with outfitting you with some nicer gear. Make sure to follow his words to a T.&lt;br /&gt;
| Be glad you're not back West, fighting Separatists on the front lines.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cadet.png]]&amp;lt;h3&amp;gt;[[Cadet]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Merely a child, your tendency to bully others and throw your weight around made you a prime pick for the Peacekeeping forces. You might not be on the front lines, but you're sure to make your country and  parents proud.&lt;br /&gt;
| While you're more proficient with weapons than most children, you are still rather weak. You make for a strong scout, as well as a keen accompaniment to adult peacekeepers. They're sure to teach you well if you ask.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ranger.png]]&amp;lt;h3&amp;gt;[[Cave Ranger]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You were born into the caves, molded by them. You didn't see civilisation until you were already an adult. The caves are your home and you're sure to treat them and all their inhabitants well. Keep poachers away from the wildlife, give litterers the death penalty and patch up any idiots who end up bleeding out in the caves.&lt;br /&gt;
| The caves are your home. Treat them like you would a family member.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bellhop.png]]&amp;lt;h3&amp;gt;[[Bellhop]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| As a young child, you were crushed in a not-so-freak elevator accident. Ever since, you've been terrified of the world outside the Elevators. If they do this to their friends, imagine what they do to enemies! You're disgusting, deformed, and slow, but you like it that way. You never have to get up and move! Manage the elevator well. The spirit of the Great Transporter demands it.&lt;br /&gt;
| The elevator is the lifeline of Eversmile. Get people to where they need to go, useless Bellhops are not taken well.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:scab.png]]&amp;lt;h3&amp;gt;[[Scab]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You fucked up and now you're out on your ass, kicking it in the Slums. You've copped slum duty after fucking up bad and now you have to maintain order in what you're pretty sure is a literal cess pit. Make sure Mr. Redz is happy with the security of his factory, he's sure to hand you a little bonus if you do a good job.&lt;br /&gt;
| Power in numbers. Just having your partner nearby is likely to scare most opportunists off.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungtitioner.png]] '''The Practitioners''' - Let's go practice medicine.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:hprac.png]]&amp;lt;h3&amp;gt;[[Head Practitioner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The head honcho. You have the longest beak, so you are in charge. You might not have ever actually seen a bird, but you know how to lead your flock to glory. Remember, if the power goes out, it's not just the Undertaker they're going to blame.&lt;br /&gt;
| Always assume your underlings are incompetent. Demonstrate to them the art of practicing medicine.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:prac.png]]&amp;lt;h3&amp;gt;[[Practitioner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| One of the Head Practitioner's flock. Your beak size may vary, but it'll never be bigger than the Head's. You're so dedicated to the art of practicing medicine that you voluntarily had your garments stitched into your skin. Best take a shower before heading out of the clinic.&lt;br /&gt;
| Absolutely no beakfighting allowed in the clinic. Try to remember your [[Guide to Medicine|schooling]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:apprentice.png]]&amp;lt;h3&amp;gt;[[Apprentice]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're a young apprentice to the Birdmen, freshly sent from one of the western Academies. Yet to get a worthy beak of your own, it's up to you to prove yourself and truly take in the words of your superiors. You'll get that beak yet, sonny.&lt;br /&gt;
| Schooling is all well and good, but it doesn't compare to practical experience. Do not be afraid to ask your superiors for help.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:chemist.png]]&amp;lt;h3&amp;gt;[[Chemist]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're a contractor under the Birdmen, not as dedicated to medicine as they are. Too bad they stitched the clothing into your skin anyway. At least you'll be left alone most of the time.&lt;br /&gt;
| Chemists are most useful when they spend time making premixed chemical combinations or ship chemicals off to the C.C.M. for profit.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:undertaker.png]]&amp;lt;h3&amp;gt;[[Undertaker]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Secretly the most important person in the entire clinic. You love to hang around corpses, so you got the wonderous duty of hacking up bodies and feeding their limbs to The Beast. There is sure to be no shortage of dead people in the bunker.&lt;br /&gt;
| Undertakers are very versatile. Who's to say that person wasn't already dead when you caved their skull in?&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungissary.png]] '''The Customary and Commercenary Ministry''' - Turn a profit, damn the expense!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:commissary.png]]&amp;lt;h3&amp;gt;[[Commissariat]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The economic heart of the bunker, supposedly. You know what things are worth. Never pay full value, you have to turn a profit as well.&lt;br /&gt;
| Your men are loyal, as long as you pay them well. As long as there's a profit to be made, ANYTHING is justifiable to the C.C.M..&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cpusher.png]]&amp;lt;h3&amp;gt;[[Crate Pusher]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You push crates. You also break legs and kidnap people, if the Commissariat needs it done.&lt;br /&gt;
| Work hard. Set goals. Invest. C.C.M. mindset.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ckid.png]]&amp;lt;h3&amp;gt;[[Cargo Kid]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're a young entrepreneur, starting that grind early. Your older colleagues are sure to have some tips for you.&lt;br /&gt;
| A great learning role with very little responsibility.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:miner.png]]&amp;lt;h3&amp;gt;[[Salvage Miner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| You're a miner. You mine. Bring anything especially valuable to the Commissariat, dump the rest onto the Blacksmith.&lt;br /&gt;
| Great for spelunking or fighting mobs. Cave drip is not real.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:redzgus.png]] '''The Factory''' - No union? No worries!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:mrredz.png]]&amp;lt;h3&amp;gt;[[Mr. Redz]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the fattest fuck in all of the bunker. You won ownership of a factory here in a backroom game and it's turning you a tidy profit. Your Foreman will typically have the factory under control, so feel free to go commiserate with your fellow fatass nobles. Always have food at hand. It's always time for a Cheeseburger.&lt;br /&gt;
| NO ONE FUCKS WITH MR. REDZ.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:foreman.png]]&amp;lt;h3&amp;gt;[[Foreman]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're Mr. Redz's trusted assistant. Do whatever he asks of you. This will typically be yelling at his workers to work harder.&lt;br /&gt;
| Mr. Redz has a lot of money and you work oh so hard for him. Perhaps a bonus is in order?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factory.png]]&amp;lt;h3&amp;gt;[[Factory Worker]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 6&lt;br /&gt;
| You're true working class, real brown collar shit. Whittle down the hours until the whistle blows so you can get off shift and blow your meagre paycheck at the Italian's place on cigarettes and pasto.&lt;br /&gt;
| Keep a steady pace. Work too fast, you never know what might happen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:kidfactory.png]]&amp;lt;h3&amp;gt;[[Child Worker]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Workers are getting harder to come by in Redistan as more and more people are sent to the front during the Civil War. Thank GREAT LEADER child labour is encouraged for proper childhood development.&lt;br /&gt;
| Don't be afraid to ask for help. No one expects anything of you, you're a child!&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungchef.png]] '''The Civillians''' - What, no food?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cook.png]]&amp;lt;h3&amp;gt;[[Cook]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Not quite experienced enough to be a proper chef, you at least know enough to run your own hash house. Cook whatever you like, just don't get too Italian with it, it doesn't mix well with the local palate. Don't give your child tap water.&lt;br /&gt;
| Food service has very thin margins. Mark up everything you can. The vending machines are far too expensive to be worth it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:asscook.png]]&amp;lt;h3&amp;gt;[[Assistant Cook]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the cook's apprentice. You're not going to do much cooking, but he should be able to teach you the art of crying in the walk-in between orders.&lt;br /&gt;
| Cooking is best for visual learners. Pay attention to what the cook does if you want to learn.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:smith.png]]&amp;lt;h3&amp;gt;[[Blacksmith]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the local Blacksmith. Even further East, you're the lifeline of a developing town. In an established bunker you're mostly an arms merchant. Smith hard, smith well. You are sure to make a tidy profit.&lt;br /&gt;
| You have a strong position, servicing both the outside and inside of the bunker. Just be careful to not get too shady, the Watchdogs like to keep an eye on you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:janitor.png]]&amp;lt;h3&amp;gt;[[Janitor]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Sweep it up, janny. The bunker is filthy and you control the mops. A clean bunker is an orderly one.&lt;br /&gt;
| You have good justification for getting into other people's workplaces. Try not to have sticky fingers.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:mullen.png]]&amp;lt;h3&amp;gt;[[Mullen]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| A private dick. This bunker is a festering pit of darkness and hyper realistic blood, angels weeping, dead inside, fucked up shit and thick skin. You get the idea. Try to offer your services, there's sure to be someone who has a case.&lt;br /&gt;
| When a bum sees a dick coming, he don't stick around.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungiminal.png]] '''The Underbelly''' - Woah mama mia cunt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:caporegime.png]]&amp;lt;h3&amp;gt;[[Caporegime]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The head of the local branch of Post-Italian troublemakers. You're here representing your Godfather back West in the Spaghetto. There's a multitude of ways to get things done down here, it's just a matter of picking which one.&lt;br /&gt;
| Pure violence is typically a poor choice for the mafia. Try to keep your exploits well thought out and executed. Do not play this role if you're bad at leading people.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:associate.png]]&amp;lt;h3&amp;gt;[[Associate]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| Your standard Post-Italian grunt. Follow your Caporegime's orders, it's not like you have anywhere else to go. Post-Italians are naturally intimidating. Their patterns of speech strike fear into even the most stalwart Carnifexes.&lt;br /&gt;
| This is a Wildcard role. Talking will quickly give you away, but you can blend in fairly well if you keep quiet.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bocco.png]]&amp;lt;h3&amp;gt;[[Bocconcino]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The Mafia's very own orphan to boss around. Although you're not Italian, they've accepted you as one of their own. The fact that you're not Italian makes you far less suspect than the rest of the Mafia.&lt;br /&gt;
| This is a Wildcard role.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:smuggler.png]]&amp;lt;h3&amp;gt;[[Smuggler]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're a smuggler. You specialise in Black Market affairs.&lt;br /&gt;
| This is a Wildcard role. You can give people forgable passports. Just try not to get strip searched at the border.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:merc.png]]&amp;lt;h3&amp;gt;[[Drifting Mercenary]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're a mercenary. You might have no money to your name but you're sure to find work somewhere. Try your local nobles.&lt;br /&gt;
| This is a Wildcard role. DISPERSE IN THE NAME OF MR. REDZ'S FRIENDLY ORDINANCE COMPANY!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:scrungus.png]]&amp;lt;h3&amp;gt;[[Wildcard]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| &amp;gt;20&lt;br /&gt;
| A pool of special roles that you can't get normally, ranging from noble tourists, to Post-Italian Mafiosos and everything in between. Most wildcard roles are not listed on this page.&lt;br /&gt;
| Follow your instincts and you will do well.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Reborn&amp;diff=620</id>
		<title>Reborn</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Reborn&amp;diff=620"/>
		<updated>2021-10-14T06:17:37Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Redistan, my Beloved */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Redistan, my Beloved==&lt;br /&gt;
Interstation 12: Reborn is the roleplay focused IS12 codebase. Set in a Redistani bunker decades after the 'eternal' Redistani-Blusnian war ended, Reborn focuses more on player agency to develop the world and characterization rather than strictly sticking to 50000 word lore articles. That being said, the following is a little primer to help get you ready to jump in without feeling out of place.&lt;br /&gt;
----&lt;br /&gt;
GREAT LEADER brought upon Redistan a glorious triumph. A society stuck entirely underground for all of recorded history, unable to face the shame of the blue sky above, finally triumphing over nature itself by blocking out the disgusting skies above with thick layers of ashen smoke. The people of Redistan could finally marvel at the wonders of the surface without distress. This short period of surface colonization was quickly ended by the calls of war. Blusnia could not bare to see the sky so opaque. All out war was waged over the surface. This was the beginning of the Great War for the Surface, a 15 year period that ended in a crushing defeat for Blusnia, a 46% loss rate. Attrition had taken its toll and Blusnia retreated back to its core territories.&lt;br /&gt;
&lt;br /&gt;
A period of 'peace' followed, as both nations rebuilt their militaries and begun designing their own weaponry instead of using ancient surplus.&lt;br /&gt;
Roughly 40 years passed without major conflict, although small violent encounters were often. With so little sun reaching large regions of the planet, an increasing winter began to set in. Redistan saw this period as a time to send some of its troops further north, to the warmer jungles of Greence, a pacifistic jungle nation not seeing the point in the dividing of colours. Its clear Blue waters, bright Blue skies and lush Green plant life were simply too much for the Redistanis to bare. Blusnia saw this as a good time to begin a second invasion of New Redistan, officially beginning the Cold Hot War.&lt;br /&gt;
&lt;br /&gt;
The Cold Hot War only lasted 3 years until a total Blusnian surrender. Although neither side had taken or lost ground, simply retaking and relosing the same territory over and over, the establishment of the Warp Corps and the subsequent loss of fifty thousand Redistani Warp Corps 'volunteers' the very next day managed to land a small detachment of Warp Corps soldiers inside the Blusnian National House of Government forced President Obluma's hand. Blusnia retreated as everyone prepared for the next few decades of small border conflicts.&lt;br /&gt;
&lt;br /&gt;
The very next day, nuclear missiles rained down upon New Redistan. It is said the first Blusnian missile didn't even detonate, it simply crushed an orphanage. Redistan, of course, retaliated with what little nuclear arms they could find across their newly conquered territory, but it was too little too late. What was left of the surface was evacuated underground again and the surface was written off as unlivable. Over the coming weeks soldiers stationed in newly conquered Blusnian territories found their way back to 'old' Redistan, although many never made it.&lt;br /&gt;
&lt;br /&gt;
Although New Redistan was lost, the Blusnian menace could once and for all be considered extinct. This was christened the Great Triumph, a momentous occasion signalling the end of Eternal War with Blusnia.&lt;br /&gt;
&lt;br /&gt;
This brings us 39 years later, to the time of Reborn. GREAT LEADER lives, ruling Redistan righteously from THE CAPITAL in the western reaches of Redistan. Redistan still stands, but it finds itself in a state of turmoil. Without an external threat such as the Blusnians, a small minority of people find themselves questioning the harshness of GREAT LEADER's rule. These people are collectively known as Separatists. Most simply want to separate themselves from GREAT LEADER, form a Redistan of their own. Others reject their Red identity entirely, pronouncing themselves to be the successors of the Blusnian state. Infighting is common amongst Separatists as they all have differing ideas on what they want to achieve. While small uprisings were common over the past four decades, it is only now that it has become problematic. A large scale uprising was attempted in Eastern Redistan two years ago and although it was extremely bloody for all sides involved, it ultimately failed. Just recently one of the 'big five' cities, Redlin, was reduced to rubble after months of fighting. Although it was thought the destruction in Redlin would have an adverse affect on many Redistani people, pre-existing conceptions about the city made most write it off as 'inevitable'. Regardless, the Separatist threat in Redistan is very much still alive and not to be underestimated.&lt;br /&gt;
&lt;br /&gt;
A little about each city:&lt;br /&gt;
&lt;br /&gt;
'''THE CAPITAL''' - A sprawling, stacked mess of a city. Endless, heaped slums hug the coasts and ports of the city with some of them, such as the Spaghetto, becoming what is essentially a self contained city. Gargantuan elevators transport cargo and people to the upper levels, housing the hundreds of Ministries and other organisations keeping the necrotic bureaucratic heart of Redistan pumping. The majority of Redistan's nobility lives here, enjoying a life of joyful ignorance and endless entertainment. A particularly popular pass time here is show business. Nobles love their matinees.&lt;br /&gt;
&lt;br /&gt;
'''Redlin''' - The former industrial heart of Redistan, located smack dab in the middle of the P. Sea. Always seen as a den of villainy and general crime. A large drawn out battle between Separatist and Redistani forces concluded here recently, leaving the city in a mostly unusable state. Its fate is still being decided.&lt;br /&gt;
&lt;br /&gt;
'''Redbourne''' - Known as the Great Red Jewel of the East, Redbourne is the closest city to the bunker Reborn takes place in. It's a lesser developed city than the others, but it finds itself filling a niche, having the second largest port in all of Redistan. Although it is the closest, it is still a two hour trip by boat from the Bunker, so don't expect any quick visits.&lt;br /&gt;
&lt;br /&gt;
'''Redbury''' - The second most populous city in Redistan, Redbury is known as the party capital of the planet. Strips of casinos and a strange, balmy micro-climate from its northern location make it easy to understand why. Mr. Redz officially lives here.&lt;br /&gt;
&lt;br /&gt;
'''St. Redersburg''' - The quietest big city in Redistan, St. Redersburg is seen as a giant retirement home more than anything else. This city is located close to THE CAPITAL and as such, has no slums. It evicts all its poor people to the Spaghetto. Most people from here are the children of nobles, grew up servicing them or were taken in as apprentices by bored retirees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no more blues. The Blusnians are all dead. Anyone who says they are a blue will be shot. Don't try to say you're a blue.&lt;br /&gt;
&lt;br /&gt;
==Proud Redistanis==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 80%; ax-width: 120em; border-spacing: 2em; clear: both&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:0; color: #ffffff; background: #bbb;  border: 2px solid #634B4F; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 10%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Role'''&lt;br /&gt;
| style=&amp;quot;width: 5%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Slots'''&lt;br /&gt;
| style=&amp;quot;width: 50%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Description'''&lt;br /&gt;
| style=&amp;quot;width: 40%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | [[File:scrungudant.png]] '''The Nobility''' - Pompous assholes, living in fantasy land. Expect them to blame you when reality comes knocking.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:commandant.png]]&amp;lt;h3&amp;gt;[[Commandant]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Your Commandant is your lifeline. In this time of civil war they have purchased this defensible bunker and fully expect to reap the rewards of it. High taxes and free lunches are a given. They typically enjoy having their subjects perform their every whimsy. Best listen up.&lt;br /&gt;
| As Commandant, your underlings will manage most tasks for you. Adjust the tax rate as you see fit, make pointless announcements and perform corrections where needed, otherwise your time is yours to &amp;lt;s&amp;gt;torture&amp;lt;/s&amp;gt; enlighten your subjects.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:consort.png]]&amp;lt;h3&amp;gt;[[Consort]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the Commandant's dear partner. Throw your nobility around, you've earned it.&lt;br /&gt;
| You have as much authority as the Commandant, given you're not going against them. Commoners might not like to listen to you, getting a Peacekeeper's truncheon to the face is a quick fix.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:scion.png]]&amp;lt;h3&amp;gt;[[Scion]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're one of the Commandant and Consort's pride and joy. You're a spoiled brat with far too much power, although you're a weak child with little ability to exercise it.&lt;br /&gt;
| Try to abuse your parents goodwill to get what you want. They have plenty to share.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:overseer.png]]&amp;lt;h3&amp;gt;[[Overseer]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the Commandant's right hand man. You manage their finances, give advice, deal with tasks they don't want to and watch their children when they're too busy peasant hunting.&lt;br /&gt;
| A good Overseer keeps close ties with the C.C.M..&lt;br /&gt;
|-&lt;br /&gt;
| [[File:servant.png]]&amp;lt;h3&amp;gt;[[Servant]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| More of a pet than a noble, you're a prisoner shipped in from THE CAPITAL, given another chance at freedom through unending indentured servitude! The Commandant's palace is filthy and their children are very hungry. Best get to work soon.&lt;br /&gt;
| A good servant is one who is seen as little as possible. Try to assume what your Commandant wants and have it done before they have time to ask for it.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; |  [[File:avodant.png]] '''The Gatewatch''' - Good morning inspector. Refuse all Italians entry. Glory to Redistan.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:avocado.png]]&amp;lt;h3&amp;gt;[[Advocatus]]&amp;lt;/H3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| A Bureaucrat from back West, sent to this backwater to assure it doesn't become a den of separatists, occasionally reporting back to senior Advocatii in THE CAPITAL. The Redistani Civil War makes mistakes unacceptable. Do not be afraid to be cruel. Glory to Redistan.&lt;br /&gt;
| You have the same amount of authority as the Commandant, although you do not own his land. Do not be afraid to challenge his orders and make your men hold steadfast.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:inspector.png]]&amp;lt;h3&amp;gt;[[Inspector]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Giddy volunteers to the A.A.M., encouraged to keep their full attention through the retroactive punishment of their family. Some inspectors are in it for the Patriotism of keeping their country safe from those disgusting Separatists. Others just like to see the look on a child's face as they bar them from getting medical attention inside the bunker. Glory to Redistan.&lt;br /&gt;
| Your Advocatus is likely unhappy over their assignment to such a small settlement. Corruption is widespread this far East for a reason. Use that to your advantage.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:watchdog.png]]&amp;lt;h3&amp;gt;[[Watchdog]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| A grunt of the Gatewatch. Although you may often be made to keep in shape with drills or mop up the floors around the checkpoint, you have plenty of downtime too. If only you got a comfy chair to sit in as well...&lt;br /&gt;
| Not having to move much means a much closer eye can be kept on those in the line. Be sure to remind them with the megaphones what restrictions are in place.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:pkudant.png]] '''The Peacekeepers''' - KEEP THE PEACE, DAMNIT!!!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:hpeacekeeper.png]]&amp;lt;h3&amp;gt;[[Head Peacekeeper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| A noble, with a small litany of disorganised but (usually) loyal troops at your disposal. Coordinate your Cadets and Peacekeepers well. Your equipment may be outdated, but it is plentiful. Do not be afraid to organise your men strongly.&lt;br /&gt;
| Your men may be called for occasional raids beyond the gate, into the slums. Keep them close, there's no shortage of unfriendly faces out there.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:peacekeeper.png]]&amp;lt;h3&amp;gt;[[Peacekeeper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| You might be schlubby, you might be unfit, but you're here and that's all that really counts. Your main jobs are going to be pest control and abusing what little power you have. You can always make up any charge you like, it's not like whoever you're accusing has a book of laws. Maybe if you suck up enough, the Head Peacekeeper will bother with outfitting you with some nicer gear. Make sure to follow his words to a T.&lt;br /&gt;
| Be glad you're not back West, fighting Separatists on the front lines.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cadet.png]]&amp;lt;h3&amp;gt;[[Cadet]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Merely a child, your tendency to bully others and throw your weight around made you a prime pick for the Peacekeeping forces. You might not be on the front lines, but you're sure to make your country and  parents proud.&lt;br /&gt;
| While you're more proficient with weapons than most children, you are still rather weak. You make for a strong scout, as well as a keen accompaniment to adult peacekeepers. They're sure to teach you well if you ask.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ranger.png]]&amp;lt;h3&amp;gt;[[Cave Ranger]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You were born into the caves, molded by them. You didn't see civilisation until you were already an adult. The caves are your home and you're sure to treat them and all their inhabitants well. Keep poachers away from the wildlife, give litterers the death penalty and patch up any idiots who end up bleeding out in the caves.&lt;br /&gt;
| The caves are your home. Treat them like you would a family member.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bellhop.png]]&amp;lt;h3&amp;gt;[[Bellhop]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| As a young child, you were crushed in a not-so-freak elevator accident. Ever since, you've been terrified of the world outside the Elevators. If they do this to their friends, imagine what they do to enemies! You're disgusting, deformed, and slow, but you like it that way. You never have to get up and move! Manage the elevator well. The spirit of the Great Transporter demands it.&lt;br /&gt;
| The elevator is the lifeline of Eversmile. Get people to where they need to go, useless Bellhops are not taken well.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:scab.png]]&amp;lt;h3&amp;gt;[[Scab]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You fucked up and now you're out on your ass, kicking it in the Slums. You've copped slum duty after fucking up bad and now you have to maintain order in what you're pretty sure is a literal cess pit. Make sure Mr. Redz is happy with the security of his factory, he's sure to hand you a little bonus if you do a good job.&lt;br /&gt;
| Power in numbers. Just having your partner nearby is likely to scare most opportunists off.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungtitioner.png]] '''The Practitioners''' - Let's go practice medicine.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:hprac.png]]&amp;lt;h3&amp;gt;[[Head Practitioner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The head honcho. You have the longest beak, so you are in charge. You might not have ever actually seen a bird, but you know how to lead your flock to glory. Remember, if the power goes out, it's not just the Undertaker they're going to blame.&lt;br /&gt;
| Always assume your underlings are incompetent. Demonstrate to them the art of practicing medicine.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:prac.png]]&amp;lt;h3&amp;gt;[[Practitioner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| One of the Head Practitioner's flock. Your beak size may vary, but it'll never be bigger than the Head's. You're so dedicated to the art of practicing medicine that you voluntarily had your garments stitched into your skin. Best take a shower before heading out of the clinic.&lt;br /&gt;
| Absolutely no beakfighting allowed in the clinic. Try to remember your [[Guide to Medicine|schooling]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:apprentice.png]]&amp;lt;h3&amp;gt;[[Apprentice]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're a young apprentice to the Birdmen, freshly sent from one of the western Academies. Yet to get a worthy beak of your own, it's up to you to prove yourself and truly take in the words of your superiors. You'll get that beak yet, sonny.&lt;br /&gt;
| Schooling is all well and good, but it doesn't compare to practical experience. Do not be afraid to ask your superiors for help.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:chemist.png]]&amp;lt;h3&amp;gt;[[Chemist]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're a contractor under the Birdmen, not as dedicated to medicine as they are. Too bad they stitched the clothing into your skin anyway. At least you'll be left alone most of the time.&lt;br /&gt;
| Chemists are most useful when they spend time making premixed chemical combinations or ship chemicals off to the C.C.M. for profit.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:undertaker.png]]&amp;lt;h3&amp;gt;[[Undertaker]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Secretly the most important person in the entire clinic. You love to hang around corpses, so you got the wonderous duty of hacking up bodies and feeding their limbs to The Beast. There is sure to be no shortage of dead people in the bunker.&lt;br /&gt;
| Undertakers are very versatile. Who's to say that person wasn't already dead when you caved their skull in?&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungissary.png]] '''The Customary and Commercenary Ministry''' - Turn a profit, damn the expense!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:commissary.png]]&amp;lt;h3&amp;gt;[[Commissariat]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The economic heart of the bunker, supposedly. You know what things are worth. Never pay full value, you have to turn a profit as well.&lt;br /&gt;
| Your men are loyal, as long as you pay them well. As long as there's a profit to be made, ANYTHING is justifiable to the C.C.M..&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cpusher.png]]&amp;lt;h3&amp;gt;[[Crate Pusher]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You push crates. You also break legs and kidnap people, if the Commissariat needs it done.&lt;br /&gt;
| Work hard. Set goals. Invest. C.C.M. mindset.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ckid.png]]&amp;lt;h3&amp;gt;[[Cargo Kid]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're a young entrepreneur, starting that grind early. Your older colleagues are sure to have some tips for you.&lt;br /&gt;
| A great learning role with very little responsibility.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:miner.png]]&amp;lt;h3&amp;gt;[[Salvage Miner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| You're a miner. You mine. Bring anything especially valuable to the Commissariat, dump the rest onto the Blacksmith.&lt;br /&gt;
| Great for spelunking or fighting mobs. Cave drip is not real.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:redzgus.png]] '''The Factory''' - No union? No worries!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:mrredz.png]]&amp;lt;h3&amp;gt;[[Mr. Redz]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the fattest fuck in all of the bunker. You won ownership of a factory here in a backroom game and it's turning you a tidy profit. Your Foreman will typically have the factory under control, so feel free to go commiserate with your fellow fatass nobles. Always have food at hand. It's always time for a Cheeseburger.&lt;br /&gt;
| NO ONE FUCKS WITH MR. REDZ.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:foreman.png]]&amp;lt;h3&amp;gt;[[Foreman]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're Mr. Redz's trusted assistant. Do whatever he asks of you. This will typically be yelling at his workers to work harder.&lt;br /&gt;
| Mr. Redz has a lot of money and you work oh so hard for him. Perhaps a bonus is in order?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factory.png]]&amp;lt;h3&amp;gt;[[Factory Worker]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 6&lt;br /&gt;
| You're true working class, real brown collar shit. Whittle down the hours until the whistle blows so you can get off shift and blow your meagre paycheck at the Italian's place on cigarettes and pasto.&lt;br /&gt;
| Keep a steady pace. Work too fast, you never know what might happen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:kidfactory.png]]&amp;lt;h3&amp;gt;[[Child Worker]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Workers are getting harder to come by in Redistan as more and more people are sent to the front during the Civil War. Thank GREAT LEADER child labour is encouraged for proper childhood development.&lt;br /&gt;
| Don't be afraid to ask for help. No one expects anything of you, you're a child!&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungchef.png]] '''The Civillians''' - What, no food?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cook.png]]&amp;lt;h3&amp;gt;[[Cook]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Not quite experienced enough to be a proper chef, you at least know enough to run your own hash house. Cook whatever you like, just don't get too Italian with it, it doesn't mix well with the local palate. Don't give your child tap water.&lt;br /&gt;
| Food service has very thin margins. Mark up everything you can. The vending machines are far too expensive to be worth it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:asscook.png]]&amp;lt;h3&amp;gt;[[Assistant Cook]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the cook's apprentice. You're not going to do much cooking, but he should be able to teach you the art of crying in the walk-in between orders.&lt;br /&gt;
| Cooking is best for visual learners. Pay attention to what the cook does if you want to learn.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:smith.png]]&amp;lt;h3&amp;gt;[[Blacksmith]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the local Blacksmith. Even further East, you're the lifeline of a developing town. In an established bunker you're mostly an arms merchant. Smith hard, smith well. You are sure to make a tidy profit.&lt;br /&gt;
| You have a strong position, servicing both the outside and inside of the bunker. Just be careful to not get too shady, the Watchdogs like to keep an eye on you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:janitor.png]]&amp;lt;h3&amp;gt;[[Janitor]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Sweep it up, janny. The bunker is filthy and you control the mops. A clean bunker is an orderly one.&lt;br /&gt;
| You have good justification for getting into other people's workplaces. Try not to have sticky fingers.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:mullen.png]]&amp;lt;h3&amp;gt;[[Mullen]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| A private dick. This bunker is a festering pit of darkness and hyper realistic blood, angels weeping, dead inside, fucked up shit and thick skin. You get the idea. Try to offer your services, there's sure to be someone who has a case.&lt;br /&gt;
| When a bum sees a dick coming, he don't stick around.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungiminal.png]] '''The Underbelly''' - Woah mama mia cunt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:caporegime.png]]&amp;lt;h3&amp;gt;[[Caporegime]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The head of the local branch of Post-Italian troublemakers. You're here representing your Godfather back West in the Spaghetto. There's a multitude of ways to get things done down here, it's just a matter of picking which one.&lt;br /&gt;
| Pure violence is typically a poor choice for the mafia. Try to keep your exploits well thought out and executed. Do not play this role if you're bad at leading people.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:associate.png]]&amp;lt;h3&amp;gt;[[Associate]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| Your standard Post-Italian grunt. Follow your Caporegime's orders, it's not like you have anywhere else to go. Post-Italians are naturally intimidating. Their patterns of speech strike fear into even the most stalwart Carnifexes.&lt;br /&gt;
| This is a Wildcard role. Talking will quickly give you away, but you can blend in fairly well if you keep quiet.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bocco.png]]&amp;lt;h3&amp;gt;[[Bocconcino]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The Mafia's very own orphan to boss around. Although you're not Italian, they've accepted you as one of their own. The fact that you're not Italian makes you far less suspect than the rest of the Mafia.&lt;br /&gt;
| This is a Wildcard role.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:smuggler.png]]&amp;lt;h3&amp;gt;[[Smuggler]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're a smuggler. You specialise in Black Market affairs.&lt;br /&gt;
| This is a Wildcard role. You can give people forgable passports. Just try not to get strip searched at the border.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:merc.png]]&amp;lt;h3&amp;gt;[[Drifting Mercenary]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're a mercenary. You might have no money to your name but you're sure to find work somewhere. Try your local nobles.&lt;br /&gt;
| This is a Wildcard role. DISPERSE IN THE NAME OF MR. REDZ'S FRIENDLY ORDINANCE COMPANY!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:scrungus.png]]&amp;lt;h3&amp;gt;[[Wildcard]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| &amp;gt;20&lt;br /&gt;
| A pool of special roles that you can't get normally, ranging from noble tourists, to Post-Italian Mafiosos and everything in between. Most wildcard roles are not listed on this page.&lt;br /&gt;
| Follow your instincts and you will do well.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Reborn&amp;diff=619</id>
		<title>Reborn</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Reborn&amp;diff=619"/>
		<updated>2021-10-14T06:17:19Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Redistan, my Beloved */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Redistan, my Beloved==&lt;br /&gt;
Interstation 12: Reborn is the roleplay focused IS12 codebase. Set in a Redistani bunker decades after the 'eternal' Redistani-Blusnian war ended, Reborn focuses more on player agency to develop the world and characterization rather than strictly sticking to 50000 word lore articles. That being said, the following is a little primer to help get you ready to jump in without feeling out of place.&lt;br /&gt;
----&lt;br /&gt;
GREAT LEADER brought upon Redistan a glorious triumph. A society stuck entirely underground for all of recorded history, unable to face the shame of the blue sky above, finally triumphing over nature itself by blocking out the disgusting skies above with thick layers of ashen smoke. The people of Redistan could finally marvel at the wonders of the surface without distress. This short period of surface colonization was quickly ended by the calls of war. Blusnia could not bare to see the sky so opaque. All out war was waged over the surface. This was the beginning of the Great War for the Surface, a 100 year period that ended in a crushing defeat for Blusnia, a 46% loss rate. Attrition had taken its toll and Blusnia retreated back to its core territories.&lt;br /&gt;
&lt;br /&gt;
A period of 'peace' followed, as both nations rebuilt their militaries and begun designing their own weaponry instead of using ancient surplus.&lt;br /&gt;
Roughly 40 years passed without major conflict, although small violent encounters were often. With so little sun reaching large regions of the planet, an increasing winter began to set in. Redistan saw this period as a time to send some of its troops further north, to the warmer jungles of Greence, a pacifistic jungle nation not seeing the point in the dividing of colours. Its clear Blue waters, bright Blue skies and lush Green plant life were simply too much for the Redistanis to bare. Blusnia saw this as a good time to begin a second invasion of New Redistan, officially beginning the Cold Hot War.&lt;br /&gt;
&lt;br /&gt;
The Cold Hot War only lasted 3 years until a total Blusnian surrender. Although neither side had taken or lost ground, simply retaking and relosing the same territory over and over, the establishment of the Warp Corps and the subsequent loss of fifty thousand Redistani Warp Corps 'volunteers' the very next day managed to land a small detachment of Warp Corps soldiers inside the Blusnian National House of Government forced President Obluma's hand. Blusnia retreated as everyone prepared for the next few decades of small border conflicts.&lt;br /&gt;
&lt;br /&gt;
The very next day, nuclear missiles rained down upon New Redistan. It is said the first Blusnian missile didn't even detonate, it simply crushed an orphanage. Redistan, of course, retaliated with what little nuclear arms they could find across their newly conquered territory, but it was too little too late. What was left of the surface was evacuated underground again and the surface was written off as unlivable. Over the coming weeks soldiers stationed in newly conquered Blusnian territories found their way back to 'old' Redistan, although many never made it.&lt;br /&gt;
&lt;br /&gt;
Although New Redistan was lost, the Blusnian menace could once and for all be considered extinct. This was christened the Great Triumph, a momentous occasion signalling the end of Eternal War with Blusnia.&lt;br /&gt;
&lt;br /&gt;
This brings us 39 years later, to the time of Reborn. GREAT LEADER lives, ruling Redistan righteously from THE CAPITAL in the western reaches of Redistan. Redistan still stands, but it finds itself in a state of turmoil. Without an external threat such as the Blusnians, a small minority of people find themselves questioning the harshness of GREAT LEADER's rule. These people are collectively known as Separatists. Most simply want to separate themselves from GREAT LEADER, form a Redistan of their own. Others reject their Red identity entirely, pronouncing themselves to be the successors of the Blusnian state. Infighting is common amongst Separatists as they all have differing ideas on what they want to achieve. While small uprisings were common over the past four decades, it is only now that it has become problematic. A large scale uprising was attempted in Eastern Redistan two years ago and although it was extremely bloody for all sides involved, it ultimately failed. Just recently one of the 'big five' cities, Redlin, was reduced to rubble after months of fighting. Although it was thought the destruction in Redlin would have an adverse affect on many Redistani people, pre-existing conceptions about the city made most write it off as 'inevitable'. Regardless, the Separatist threat in Redistan is very much still alive and not to be underestimated.&lt;br /&gt;
&lt;br /&gt;
A little about each city:&lt;br /&gt;
&lt;br /&gt;
'''THE CAPITAL''' - A sprawling, stacked mess of a city. Endless, heaped slums hug the coasts and ports of the city with some of them, such as the Spaghetto, becoming what is essentially a self contained city. Gargantuan elevators transport cargo and people to the upper levels, housing the hundreds of Ministries and other organisations keeping the necrotic bureaucratic heart of Redistan pumping. The majority of Redistan's nobility lives here, enjoying a life of joyful ignorance and endless entertainment. A particularly popular pass time here is show business. Nobles love their matinees.&lt;br /&gt;
&lt;br /&gt;
'''Redlin''' - The former industrial heart of Redistan, located smack dab in the middle of the P. Sea. Always seen as a den of villainy and general crime. A large drawn out battle between Separatist and Redistani forces concluded here recently, leaving the city in a mostly unusable state. Its fate is still being decided.&lt;br /&gt;
&lt;br /&gt;
'''Redbourne''' - Known as the Great Red Jewel of the East, Redbourne is the closest city to the bunker Reborn takes place in. It's a lesser developed city than the others, but it finds itself filling a niche, having the second largest port in all of Redistan. Although it is the closest, it is still a two hour trip by boat from the Bunker, so don't expect any quick visits.&lt;br /&gt;
&lt;br /&gt;
'''Redbury''' - The second most populous city in Redistan, Redbury is known as the party capital of the planet. Strips of casinos and a strange, balmy micro-climate from its northern location make it easy to understand why. Mr. Redz officially lives here.&lt;br /&gt;
&lt;br /&gt;
'''St. Redersburg''' - The quietest big city in Redistan, St. Redersburg is seen as a giant retirement home more than anything else. This city is located close to THE CAPITAL and as such, has no slums. It evicts all its poor people to the Spaghetto. Most people from here are the children of nobles, grew up servicing them or were taken in as apprentices by bored retirees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no more blues. The Blusnians are all dead. Anyone who says they are a blue will be shot. Don't try to say you're a blue.&lt;br /&gt;
&lt;br /&gt;
==Proud Redistanis==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 80%; ax-width: 120em; border-spacing: 2em; clear: both&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:0; color: #ffffff; background: #bbb;  border: 2px solid #634B4F; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 10%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Role'''&lt;br /&gt;
| style=&amp;quot;width: 5%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Slots'''&lt;br /&gt;
| style=&amp;quot;width: 50%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Description'''&lt;br /&gt;
| style=&amp;quot;width: 40%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | [[File:scrungudant.png]] '''The Nobility''' - Pompous assholes, living in fantasy land. Expect them to blame you when reality comes knocking.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:commandant.png]]&amp;lt;h3&amp;gt;[[Commandant]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Your Commandant is your lifeline. In this time of civil war they have purchased this defensible bunker and fully expect to reap the rewards of it. High taxes and free lunches are a given. They typically enjoy having their subjects perform their every whimsy. Best listen up.&lt;br /&gt;
| As Commandant, your underlings will manage most tasks for you. Adjust the tax rate as you see fit, make pointless announcements and perform corrections where needed, otherwise your time is yours to &amp;lt;s&amp;gt;torture&amp;lt;/s&amp;gt; enlighten your subjects.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:consort.png]]&amp;lt;h3&amp;gt;[[Consort]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the Commandant's dear partner. Throw your nobility around, you've earned it.&lt;br /&gt;
| You have as much authority as the Commandant, given you're not going against them. Commoners might not like to listen to you, getting a Peacekeeper's truncheon to the face is a quick fix.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:scion.png]]&amp;lt;h3&amp;gt;[[Scion]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're one of the Commandant and Consort's pride and joy. You're a spoiled brat with far too much power, although you're a weak child with little ability to exercise it.&lt;br /&gt;
| Try to abuse your parents goodwill to get what you want. They have plenty to share.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:overseer.png]]&amp;lt;h3&amp;gt;[[Overseer]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the Commandant's right hand man. You manage their finances, give advice, deal with tasks they don't want to and watch their children when they're too busy peasant hunting.&lt;br /&gt;
| A good Overseer keeps close ties with the C.C.M..&lt;br /&gt;
|-&lt;br /&gt;
| [[File:servant.png]]&amp;lt;h3&amp;gt;[[Servant]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| More of a pet than a noble, you're a prisoner shipped in from THE CAPITAL, given another chance at freedom through unending indentured servitude! The Commandant's palace is filthy and their children are very hungry. Best get to work soon.&lt;br /&gt;
| A good servant is one who is seen as little as possible. Try to assume what your Commandant wants and have it done before they have time to ask for it.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; |  [[File:avodant.png]] '''The Gatewatch''' - Good morning inspector. Refuse all Italians entry. Glory to Redistan.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:avocado.png]]&amp;lt;h3&amp;gt;[[Advocatus]]&amp;lt;/H3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| A Bureaucrat from back West, sent to this backwater to assure it doesn't become a den of separatists, occasionally reporting back to senior Advocatii in THE CAPITAL. The Redistani Civil War makes mistakes unacceptable. Do not be afraid to be cruel. Glory to Redistan.&lt;br /&gt;
| You have the same amount of authority as the Commandant, although you do not own his land. Do not be afraid to challenge his orders and make your men hold steadfast.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:inspector.png]]&amp;lt;h3&amp;gt;[[Inspector]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Giddy volunteers to the A.A.M., encouraged to keep their full attention through the retroactive punishment of their family. Some inspectors are in it for the Patriotism of keeping their country safe from those disgusting Separatists. Others just like to see the look on a child's face as they bar them from getting medical attention inside the bunker. Glory to Redistan.&lt;br /&gt;
| Your Advocatus is likely unhappy over their assignment to such a small settlement. Corruption is widespread this far East for a reason. Use that to your advantage.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:watchdog.png]]&amp;lt;h3&amp;gt;[[Watchdog]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| A grunt of the Gatewatch. Although you may often be made to keep in shape with drills or mop up the floors around the checkpoint, you have plenty of downtime too. If only you got a comfy chair to sit in as well...&lt;br /&gt;
| Not having to move much means a much closer eye can be kept on those in the line. Be sure to remind them with the megaphones what restrictions are in place.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:pkudant.png]] '''The Peacekeepers''' - KEEP THE PEACE, DAMNIT!!!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:hpeacekeeper.png]]&amp;lt;h3&amp;gt;[[Head Peacekeeper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| A noble, with a small litany of disorganised but (usually) loyal troops at your disposal. Coordinate your Cadets and Peacekeepers well. Your equipment may be outdated, but it is plentiful. Do not be afraid to organise your men strongly.&lt;br /&gt;
| Your men may be called for occasional raids beyond the gate, into the slums. Keep them close, there's no shortage of unfriendly faces out there.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:peacekeeper.png]]&amp;lt;h3&amp;gt;[[Peacekeeper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| You might be schlubby, you might be unfit, but you're here and that's all that really counts. Your main jobs are going to be pest control and abusing what little power you have. You can always make up any charge you like, it's not like whoever you're accusing has a book of laws. Maybe if you suck up enough, the Head Peacekeeper will bother with outfitting you with some nicer gear. Make sure to follow his words to a T.&lt;br /&gt;
| Be glad you're not back West, fighting Separatists on the front lines.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cadet.png]]&amp;lt;h3&amp;gt;[[Cadet]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Merely a child, your tendency to bully others and throw your weight around made you a prime pick for the Peacekeeping forces. You might not be on the front lines, but you're sure to make your country and  parents proud.&lt;br /&gt;
| While you're more proficient with weapons than most children, you are still rather weak. You make for a strong scout, as well as a keen accompaniment to adult peacekeepers. They're sure to teach you well if you ask.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ranger.png]]&amp;lt;h3&amp;gt;[[Cave Ranger]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You were born into the caves, molded by them. You didn't see civilisation until you were already an adult. The caves are your home and you're sure to treat them and all their inhabitants well. Keep poachers away from the wildlife, give litterers the death penalty and patch up any idiots who end up bleeding out in the caves.&lt;br /&gt;
| The caves are your home. Treat them like you would a family member.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bellhop.png]]&amp;lt;h3&amp;gt;[[Bellhop]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| As a young child, you were crushed in a not-so-freak elevator accident. Ever since, you've been terrified of the world outside the Elevators. If they do this to their friends, imagine what they do to enemies! You're disgusting, deformed, and slow, but you like it that way. You never have to get up and move! Manage the elevator well. The spirit of the Great Transporter demands it.&lt;br /&gt;
| The elevator is the lifeline of Eversmile. Get people to where they need to go, useless Bellhops are not taken well.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:scab.png]]&amp;lt;h3&amp;gt;[[Scab]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You fucked up and now you're out on your ass, kicking it in the Slums. You've copped slum duty after fucking up bad and now you have to maintain order in what you're pretty sure is a literal cess pit. Make sure Mr. Redz is happy with the security of his factory, he's sure to hand you a little bonus if you do a good job.&lt;br /&gt;
| Power in numbers. Just having your partner nearby is likely to scare most opportunists off.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungtitioner.png]] '''The Practitioners''' - Let's go practice medicine.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:hprac.png]]&amp;lt;h3&amp;gt;[[Head Practitioner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The head honcho. You have the longest beak, so you are in charge. You might not have ever actually seen a bird, but you know how to lead your flock to glory. Remember, if the power goes out, it's not just the Undertaker they're going to blame.&lt;br /&gt;
| Always assume your underlings are incompetent. Demonstrate to them the art of practicing medicine.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:prac.png]]&amp;lt;h3&amp;gt;[[Practitioner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| One of the Head Practitioner's flock. Your beak size may vary, but it'll never be bigger than the Head's. You're so dedicated to the art of practicing medicine that you voluntarily had your garments stitched into your skin. Best take a shower before heading out of the clinic.&lt;br /&gt;
| Absolutely no beakfighting allowed in the clinic. Try to remember your [[Guide to Medicine|schooling]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:apprentice.png]]&amp;lt;h3&amp;gt;[[Apprentice]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're a young apprentice to the Birdmen, freshly sent from one of the western Academies. Yet to get a worthy beak of your own, it's up to you to prove yourself and truly take in the words of your superiors. You'll get that beak yet, sonny.&lt;br /&gt;
| Schooling is all well and good, but it doesn't compare to practical experience. Do not be afraid to ask your superiors for help.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:chemist.png]]&amp;lt;h3&amp;gt;[[Chemist]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're a contractor under the Birdmen, not as dedicated to medicine as they are. Too bad they stitched the clothing into your skin anyway. At least you'll be left alone most of the time.&lt;br /&gt;
| Chemists are most useful when they spend time making premixed chemical combinations or ship chemicals off to the C.C.M. for profit.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:undertaker.png]]&amp;lt;h3&amp;gt;[[Undertaker]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Secretly the most important person in the entire clinic. You love to hang around corpses, so you got the wonderous duty of hacking up bodies and feeding their limbs to The Beast. There is sure to be no shortage of dead people in the bunker.&lt;br /&gt;
| Undertakers are very versatile. Who's to say that person wasn't already dead when you caved their skull in?&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungissary.png]] '''The Customary and Commercenary Ministry''' - Turn a profit, damn the expense!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:commissary.png]]&amp;lt;h3&amp;gt;[[Commissariat]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The economic heart of the bunker, supposedly. You know what things are worth. Never pay full value, you have to turn a profit as well.&lt;br /&gt;
| Your men are loyal, as long as you pay them well. As long as there's a profit to be made, ANYTHING is justifiable to the C.C.M..&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cpusher.png]]&amp;lt;h3&amp;gt;[[Crate Pusher]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You push crates. You also break legs and kidnap people, if the Commissariat needs it done.&lt;br /&gt;
| Work hard. Set goals. Invest. C.C.M. mindset.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ckid.png]]&amp;lt;h3&amp;gt;[[Cargo Kid]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're a young entrepreneur, starting that grind early. Your older colleagues are sure to have some tips for you.&lt;br /&gt;
| A great learning role with very little responsibility.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:miner.png]]&amp;lt;h3&amp;gt;[[Salvage Miner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| You're a miner. You mine. Bring anything especially valuable to the Commissariat, dump the rest onto the Blacksmith.&lt;br /&gt;
| Great for spelunking or fighting mobs. Cave drip is not real.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:redzgus.png]] '''The Factory''' - No union? No worries!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:mrredz.png]]&amp;lt;h3&amp;gt;[[Mr. Redz]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the fattest fuck in all of the bunker. You won ownership of a factory here in a backroom game and it's turning you a tidy profit. Your Foreman will typically have the factory under control, so feel free to go commiserate with your fellow fatass nobles. Always have food at hand. It's always time for a Cheeseburger.&lt;br /&gt;
| NO ONE FUCKS WITH MR. REDZ.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:foreman.png]]&amp;lt;h3&amp;gt;[[Foreman]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're Mr. Redz's trusted assistant. Do whatever he asks of you. This will typically be yelling at his workers to work harder.&lt;br /&gt;
| Mr. Redz has a lot of money and you work oh so hard for him. Perhaps a bonus is in order?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factory.png]]&amp;lt;h3&amp;gt;[[Factory Worker]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 6&lt;br /&gt;
| You're true working class, real brown collar shit. Whittle down the hours until the whistle blows so you can get off shift and blow your meagre paycheck at the Italian's place on cigarettes and pasto.&lt;br /&gt;
| Keep a steady pace. Work too fast, you never know what might happen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:kidfactory.png]]&amp;lt;h3&amp;gt;[[Child Worker]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Workers are getting harder to come by in Redistan as more and more people are sent to the front during the Civil War. Thank GREAT LEADER child labour is encouraged for proper childhood development.&lt;br /&gt;
| Don't be afraid to ask for help. No one expects anything of you, you're a child!&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungchef.png]] '''The Civillians''' - What, no food?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cook.png]]&amp;lt;h3&amp;gt;[[Cook]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Not quite experienced enough to be a proper chef, you at least know enough to run your own hash house. Cook whatever you like, just don't get too Italian with it, it doesn't mix well with the local palate. Don't give your child tap water.&lt;br /&gt;
| Food service has very thin margins. Mark up everything you can. The vending machines are far too expensive to be worth it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:asscook.png]]&amp;lt;h3&amp;gt;[[Assistant Cook]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the cook's apprentice. You're not going to do much cooking, but he should be able to teach you the art of crying in the walk-in between orders.&lt;br /&gt;
| Cooking is best for visual learners. Pay attention to what the cook does if you want to learn.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:smith.png]]&amp;lt;h3&amp;gt;[[Blacksmith]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the local Blacksmith. Even further East, you're the lifeline of a developing town. In an established bunker you're mostly an arms merchant. Smith hard, smith well. You are sure to make a tidy profit.&lt;br /&gt;
| You have a strong position, servicing both the outside and inside of the bunker. Just be careful to not get too shady, the Watchdogs like to keep an eye on you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:janitor.png]]&amp;lt;h3&amp;gt;[[Janitor]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Sweep it up, janny. The bunker is filthy and you control the mops. A clean bunker is an orderly one.&lt;br /&gt;
| You have good justification for getting into other people's workplaces. Try not to have sticky fingers.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:mullen.png]]&amp;lt;h3&amp;gt;[[Mullen]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| A private dick. This bunker is a festering pit of darkness and hyper realistic blood, angels weeping, dead inside, fucked up shit and thick skin. You get the idea. Try to offer your services, there's sure to be someone who has a case.&lt;br /&gt;
| When a bum sees a dick coming, he don't stick around.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungiminal.png]] '''The Underbelly''' - Woah mama mia cunt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:caporegime.png]]&amp;lt;h3&amp;gt;[[Caporegime]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The head of the local branch of Post-Italian troublemakers. You're here representing your Godfather back West in the Spaghetto. There's a multitude of ways to get things done down here, it's just a matter of picking which one.&lt;br /&gt;
| Pure violence is typically a poor choice for the mafia. Try to keep your exploits well thought out and executed. Do not play this role if you're bad at leading people.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:associate.png]]&amp;lt;h3&amp;gt;[[Associate]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| Your standard Post-Italian grunt. Follow your Caporegime's orders, it's not like you have anywhere else to go. Post-Italians are naturally intimidating. Their patterns of speech strike fear into even the most stalwart Carnifexes.&lt;br /&gt;
| This is a Wildcard role. Talking will quickly give you away, but you can blend in fairly well if you keep quiet.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bocco.png]]&amp;lt;h3&amp;gt;[[Bocconcino]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The Mafia's very own orphan to boss around. Although you're not Italian, they've accepted you as one of their own. The fact that you're not Italian makes you far less suspect than the rest of the Mafia.&lt;br /&gt;
| This is a Wildcard role.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:smuggler.png]]&amp;lt;h3&amp;gt;[[Smuggler]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're a smuggler. You specialise in Black Market affairs.&lt;br /&gt;
| This is a Wildcard role. You can give people forgable passports. Just try not to get strip searched at the border.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:merc.png]]&amp;lt;h3&amp;gt;[[Drifting Mercenary]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're a mercenary. You might have no money to your name but you're sure to find work somewhere. Try your local nobles.&lt;br /&gt;
| This is a Wildcard role. DISPERSE IN THE NAME OF MR. REDZ'S FRIENDLY ORDINANCE COMPANY!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:scrungus.png]]&amp;lt;h3&amp;gt;[[Wildcard]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| &amp;gt;20&lt;br /&gt;
| A pool of special roles that you can't get normally, ranging from noble tourists, to Post-Italian Mafiosos and everything in between. Most wildcard roles are not listed on this page.&lt;br /&gt;
| Follow your instincts and you will do well.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Main_Page&amp;diff=617</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Main_Page&amp;diff=617"/>
		<updated>2021-09-29T19:01:51Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[File:Warfare.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
=&amp;lt;center&amp;gt;About&amp;lt;/center&amp;gt;=&lt;br /&gt;
IS12 is a heavily modified SS13 server originally based on [https://baystation12.net/ Baystation] but is now so far removed from BS12 that pretty much nothing on their wiki is relevant to the codebase anymore. As such this wiki was made specifically for housing information relevant to IS12. If you're brand new to SS13 in general you'd like to know how to play the base game, we suggest you [https://tgstation13.org/wiki/Starter_guide go] [https://wiki.baystation12.net/Guide_for_New_Players read] [https://www.paradisestation.org/wiki/index.php/Guide_for_beginners some] [http://www.ss13.eu/wiki/index.php/New_Players other] [https://wiki.ss13.co/Getting_Started guides]. &amp;lt;b&amp;gt;Though this wiki does serve as a basic repository of information, the changelogs, updates on the game, and general community are housed on the discord, which can be found [https://discord.gg/FVRctMD here].&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==IS12 Warfare==&lt;br /&gt;
IS12 Warfare varies between a vague a cold war-esque, and vague WW1 team deathmatch game with visual influences from Gone With The Blastwave. Hosted every Monday and Wednesday at 3PM EST, you're either red, or blue, and your objective is to either deplete all the other sides reinforcements or take over their trenches and activate the point of no return. It plays a bit like how rush plays from the battlefield series, if you've played that before. While it takes some visual influence from Gone With The Blastwave it is not related to it in any other way. This is not a fan game. It does not take place in the same universe as the comic. It is not affiliated with the comic in any way.&lt;br /&gt;
&lt;br /&gt;
*[[Roles|Warfare Roles]]&lt;br /&gt;
*[[Guide to Medicine]]&lt;br /&gt;
*[[Getting Started]]&lt;br /&gt;
*[[Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reborn==&lt;br /&gt;
The &amp;quot;RP&amp;quot; game mode. Hosted every Thursday and Saturday at 3PM EST. Read all about it [[Reborn|here]].&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Reborn&amp;diff=614</id>
		<title>Reborn</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Reborn&amp;diff=614"/>
		<updated>2021-08-30T21:20:48Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Proud Redistanis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Redistan, my Beloved==&lt;br /&gt;
Interstation 12: Reborn is the roleplay focused IS12 codebase. Set in a Redistani bunker decades after the 'eternal' Redistani-Blusnian war ended, Reborn focuses more on player agency to develop the world and characterisation rather than strictly sticking to 50000 word lore articles. That being said, the following is a little primer to help get you ready to jump in without feeling out of place.&lt;br /&gt;
----&lt;br /&gt;
GREAT LEADER brought upon Redistan a glorious triumph. A society stuck entirely underground for all of recorded history, unable to face the shame of the blue sky above, finally triumphing over nature itself by blocking out the disgusting skies above with thick layers of ashen smoke. The people of Redistan could finally marvel at the wonders of the surface without distress. This short period of surface colonisation was quickly ended by the calls of war. Blusnia could not bare to see the sky so opaque. All out war was waged over the surface. This was the beginning of the Great War for the Surface, a 10 year period that ended in a crushing defeat for Blusnia, a 46% loss rate. Attrition had taken its toll and Blusnia retreated back to its core territories.&lt;br /&gt;
&lt;br /&gt;
A period of 'peace' followed, as both nations rebuilt their militaries and begun designing their own weaponry instead of using ancient surplus.&lt;br /&gt;
40 years passed without major conflict, although small violent encounters were often. With so little sun reaching large regions of the planet, an increasing winter began to set in. Redistan saw this period as a time to send some of its troops further north, to the warmer jungles of Greence, a pacifistic jungle nation not seeing the point in the dividing of colours. Its clear Blue waters, bright Blue skies and lush Green plantlife were simply too much for the Redistanis to bare. Blusnia saw this as a good time to begin a second invasion of New Redistan, officially beginning the Cold Hot War.&lt;br /&gt;
&lt;br /&gt;
The Cold Hot War only lasted 3 years until a total Blusnian surrender. Although neither side had taken or lost ground, simply retaking and relosing the same territory over and over, the establishment of the Warp Corps and the subsequent loss of fifty thousand Redistani Warp Corps 'volunteers' the very next day managed to land a small detachment of Warp Corps soldiers inside the Blusnian National House of Government forced President Obluma's hand. Blusnia retreated as everyone prepared for the next few decades of small border conflicts.&lt;br /&gt;
&lt;br /&gt;
The very next day, nuclear missiles rained down upon New Redistan. It is said the first Blusnian missile didn't even detonate, it simply crushed an orphanage. Redistan, of course, retaliated with what little nuclear arms they could find across their newly conquered territory, but it was too little too late. What was left of the surface was evacuated underground again and the surface was written off as unlivable. Over the coming weeks soldiers stationed in newly conquered Blusnian territories found their way back to 'old' Redistan, although many never made it.&lt;br /&gt;
&lt;br /&gt;
Although New Redistan was lost, the Blusnian menace could once and for all be considered extinct. This was christened the Great Triumph, a momentous occasion signalling the end of Eternal War with Blusnia.&lt;br /&gt;
&lt;br /&gt;
This brings us 39 years later, to the time of Reborn. GREAT LEADER lives, ruling Redistan righteously from THE CAPITAL in the western reaches of Redistan. Redistan still stands, but it finds itself in a state of turmoil. Without an external threat such as the Blusnians, a small minority of people find themselves questioning the harshness of GREAT LEADER's rule. These people are collectively known as Separatists. Most simply want to separate themselves from GREAT LEADER, form a Redistan of their own. Others reject their Red identity entirely, pronouncing themselves to be the successors of the Blusnian state. Infighting is common amongst Separatists as they all have differing ideas on what they want to achieve. While small uprisings were common over the past four decades, it is only now that it has become problematic. A large scale uprising was attempted in Eastern Redistan two years ago and although it was extremely bloody for all sides involved, it ultimately failed. Just recently one of the 'big five' cities, Redlin, was reduced to rubble after months of fighting. Although it was thought the destruction in Redlin would have an adverse affect on many Redistani people, pre-existing conceptions about the city made most write it off as 'inevitable'. Regardless, the Separatist threat in Redistan is very much still alive and not to be underestimated.&lt;br /&gt;
&lt;br /&gt;
A little about each city:&lt;br /&gt;
&lt;br /&gt;
'''THE CAPITAL''' - A sprawling, stacked mess of a city. Endless, heaped slums hug the coasts and ports of the city with some of them, such as the Spaghetto, becoming what is essentially a self contained city. Gargantuan elevators transport cargo and people to the upper levels, housing the hundreds of Ministries and other organisations keeping the necrotic bureaucratic heart of Redistan pumping. The majority of Redistan's nobility lives here, enjoying a life of joyful ignorance and endless entertainment. A particularly popular pass time here is show business. Nobles love their matinees.&lt;br /&gt;
&lt;br /&gt;
'''Redlin''' - The former industrial heart of Redistan, located smack dab in the middle of the P. Sea. Always seen as a den of villainy and general crime. A large drawn out battle between Separatist and Redistani forces concluded here recently, leaving the city in a mostly unusable state. Its fate is still being decided.&lt;br /&gt;
&lt;br /&gt;
'''Redbourne''' - Known as the Great Red Jewel of the East, Redbourne is the closest city to the bunker Reborn takes place in. It's a lesser developed city than the others, but it finds itself filling a niche, having the second largest port in all of Redistan. Although it is the closest, it is still a two hour trip by boat from the Bunker, so don't expect any quick visits.&lt;br /&gt;
&lt;br /&gt;
'''Redbury''' - The second most populous city in Redistan, Redbury is known as the party capital of the planet. Strips of casinos and a strange, balmy micro-climate from its northern location make it easy to understand why. Mr. Redz officially lives here.&lt;br /&gt;
&lt;br /&gt;
'''St. Redersburg''' - The quietest big city in Redistan, St. Redersburg is seen as a giant retirement home more than anything else. This city is located close to THE CAPITAL and as such, has no slums. It evicts all its poor people to the Spaghetto. Most people from here are the children of nobles, grew up servicing them or were taken in as apprentices by bored retirees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no more blues. The Blusnians are all dead. Anyone who says they are a blue will be shot. Don't try to say you're a blue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Proud Redistanis==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 80%; ax-width: 120em; border-spacing: 2em; clear: both&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:0; color: #ffffff; background: #bbb;  border: 2px solid #634B4F; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 10%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Role'''&lt;br /&gt;
| style=&amp;quot;width: 5%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Slots'''&lt;br /&gt;
| style=&amp;quot;width: 50%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Description'''&lt;br /&gt;
| style=&amp;quot;width: 40%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | [[File:scrungudant.png]] '''The Nobility''' - Pompous assholes, living in fantasy land. Expect them to blame you when reality comes knocking.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:commandant.png]]&amp;lt;h3&amp;gt;[[Commandant]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Your Commandant is your lifeline. In this time of civil war they have purchased this defensible bunker and fully expect to reap the rewards of it. High taxes and free lunches are a given. They typically enjoy having their subjects perform their every whimsy. Best listen up.&lt;br /&gt;
| As Commandant, your underlings will manage most tasks for you. Adjust the tax rate as you see fit, make pointless announcements and perform corrections where needed, otherwise your time is yours to &amp;lt;s&amp;gt;torture&amp;lt;/s&amp;gt; enlighten your subjects.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:consort.png]]&amp;lt;h3&amp;gt;[[Consort]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the Commandant's dear partner. Throw your nobility around, you've earned it.&lt;br /&gt;
| You have as much authority as the Commandant, given you're not going against them. Commoners might not like to listen to you, getting a Peacekeeper's truncheon to the face is a quick fix.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:scion.png]]&amp;lt;h3&amp;gt;[[Scion]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're one of the Commandant and Consort's pride and joy. You're a spoiled brat with far too much power, although you're a weak child with little ability to exercise it.&lt;br /&gt;
| Try to abuse your parents goodwill to get what you want. They have plenty to share.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:overseer.png]]&amp;lt;h3&amp;gt;[[Overseer]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the Commandant's right hand man. You manage their finances, give advice, deal with tasks they don't want to and watch their children when they're too busy peasant hunting.&lt;br /&gt;
| A good Overseer keeps close ties with the C.C.M..&lt;br /&gt;
|-&lt;br /&gt;
| [[File:servant.png]]&amp;lt;h3&amp;gt;[[Servant]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| More of a pet than a noble, you're a prisoner shipped in from THE CAPITAL, given another chance at freedom through unending indentured servitude! The Commandant's palace is filthy and their children are very hungry. Best get to work soon.&lt;br /&gt;
| A good servant is one who is seen as little as possible. Try to assume what your Commandant wants and have it done before they have time to ask for it.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; |  [[File:avodant.png]] '''The Gatewatch''' - Good morning inspector. Refuse all Italians entry. Glory to Redistan.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:avocado.png]]&amp;lt;h3&amp;gt;[[Advocatus]]&amp;lt;/H3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| A Bureaucrat from back West, sent to this backwater to assure it doesn't become a den of separatists, occasionally reporting back to senior Advocatii in THE CAPITAL. The Redistani Civil War makes mistakes unacceptable. Do not be afraid to be cruel. Glory to Redistan.&lt;br /&gt;
| You have the same amount of authority as the Commandant, although you do not own his land. Do not be afraid to challenge his orders and make your men hold steadfast.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:inspector.png]]&amp;lt;h3&amp;gt;[[Inspector]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Giddy volunteers to the A.A.M., encouraged to keep their full attention through the retroactive punishment of their family. Some inspectors are in it for the Patriotism of keeping their country safe from those disgusting Separatists. Others just like to see the look on a child's face as they bar them from getting medical attention inside the bunker. Glory to Redistan.&lt;br /&gt;
| Your Advocatus is likely unhappy over their assignment to such a small settlement. Corruption is widespread this far East for a reason. Use that to your advantage.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:watchdog.png]]&amp;lt;h3&amp;gt;[[Watchdog]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| A grunt of the Gatewatch. Although you may often be made to keep in shape with drills or mop up the floors around the checkpoint, you have plenty of downtime too. If only you got a comfy chair to sit in as well...&lt;br /&gt;
| Not having to move much means a much closer eye can be kept on those in the line. Be sure to remind them with the megaphones what restrictions are in place.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:pkudant.png]] '''The Peacekeepers''' - KEEP THE PEACE, DAMNIT!!!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:hpeacekeeper.png]]&amp;lt;h3&amp;gt;[[Head Peacekeeper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| A noble, with a small litany of disorganised but (usually) loyal troops at your disposal. Coordinate your Cadets and Peacekeepers well. Your equipment may be outdated, but it is plentiful. Do not be afraid to organise your men strongly.&lt;br /&gt;
| Your men may be called for occasional raids beyond the gate, into the slums. Keep them close, there's no shortage of unfriendly faces out there.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:peacekeeper.png]]&amp;lt;h3&amp;gt;[[Peacekeeper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You might be schlubby, you might be unfit, but you're here and that's all that really counts. Your main jobs are going to be pest control and abusing what little power you have. You can always make up any charge you like, it's not like whoever you're accusing has a book of laws. Maybe if you suck up enough, the Head Peacekeeper will bother with outfitting you with some nicer gear. Make sure to follow his words to a T.&lt;br /&gt;
| Be glad you're not back West, fighting Separatists on the front lines.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cadet.png]]&amp;lt;h3&amp;gt;[[Cadet]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Merely a child, your tendency to bully others and throw your weight around made you a prime pick for the Peacekeeping forces. You might not be on the front lines, but you're sure to make your country and  parents proud.&lt;br /&gt;
| While you're more proficient with weapons than most children, you are still rather weak. You make for a strong scout, as well as a keen accompaniment to adult peacekeepers. They're sure to teach you well if you ask.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ranger.png]]&amp;lt;h3&amp;gt;[[Cave Ranger]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You were born into the caves, molded by them. You didn't see civilisation until you were already an adult. The caves are your home and you're sure to treat them and all their inhabitants well. Keep poachers away from the wildlife, give litterers the death penalty and patch up any idiots who end up bleeding out in the caves.&lt;br /&gt;
| The caves are your home. Treat them like you would a family member.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bellhop.png]]&amp;lt;h3&amp;gt;[[Bellhop]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| As a young child, you were crushed in a not-so-freak elevator accident. Ever since, you've been terrified of the world outside the Elevators. If they do this to their friends, imagine what they do to enemies! You're disgusting, deformed, and slow, but you like it that way. You never have to get up and move! Manage the elevator well. The spirit of the Great Transporter demands it.&lt;br /&gt;
| The elevator is the lifeline of Eversmile. Get people to where they need to go, useless Bellhops are not taken well.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:scab.png]]&amp;lt;h3&amp;gt;[[Scab]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You fucked up and now you're out on your ass, kicking it in the Slums. You've copped slum duty after fucking up bad and now you have to maintain order in what you're pretty sure is a literal cess pit. Make sure Mr. Redz is happy with the security of his factory, he's sure to hand you a little bonus if you do a good job.&lt;br /&gt;
| Power in numbers. Just having your partner nearby is likely to scare most opportunists off.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungtitioner.png]] '''The Practitioners''' - Let's go practice medicine.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:hprac.png]]&amp;lt;h3&amp;gt;[[Head Practitioner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The head honcho. You have the longest beak, so you are in charge. You might not have ever actually seen a bird, but you know how to lead your flock to glory. Remember, if the power goes out, it's not just the Undertaker they're going to blame.&lt;br /&gt;
| Always assume your underlings are incompetent. Demonstrate to them the art of practicing medicine.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:prac.png]]&amp;lt;h3&amp;gt;[[Practitioner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| One of the Head Practitioner's flock. Your beak size may vary, but it'll never be bigger than the Head's. You're so dedicated to the art of practicing medicine that you voluntarily had your garments stitched into your skin. Best take a shower before heading out of the clinic.&lt;br /&gt;
| Absolutely no beakfighting allowed in the clinic. Try to remember your [[Guide to Medicine|schooling]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:apprentice.png]]&amp;lt;h3&amp;gt;[[Apprentice]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're a young apprentice to the Birdmen, freshly sent from one of the western Academies. Yet to get a worthy beak of your own, it's up to you to prove yourself and truly take in the words of your superiors. You'll get that beak yet, sonny.&lt;br /&gt;
| Schooling is all well and good, but it doesn't compare to practical experience. Do not be afraid to ask your superiors for help.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:chemist.png]]&amp;lt;h3&amp;gt;[[Chemist]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're a contractor under the Birdmen, not as dedicated to medicine as they are. Too bad they stitched the clothing into your skin anyway. At least you'll be left alone most of the time.&lt;br /&gt;
| Chemists are most useful when they spend time making premixed chemical combinations or ship chemicals off to the C.C.M. for profit.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:undertaker.png]]&amp;lt;h3&amp;gt;[[Undertaker]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Secretly the most important person in the entire clinic. You love to hang around corpses, so you got the wonderous duty of hacking up bodies and feeding their limbs to The Beast. There is sure to be no shortage of dead people in the bunker.&lt;br /&gt;
| Undertakers are very versatile. Who's to say that person wasn't already dead when you caved their skull in?&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungissary.png]] '''The Customary and Commercenary Ministry''' - Turn a profit, damn the expense!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:commissary.png]]&amp;lt;h3&amp;gt;[[Commissariat]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The economic heart of the bunker, supposedly. You know what things are worth. Never pay full value, you have to turn a profit as well.&lt;br /&gt;
| Your men are loyal, as long as you pay them well. As long as there's a profit to be made, ANYTHING is justifiable to the C.C.M..&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cpusher.png]]&amp;lt;h3&amp;gt;[[Crate Pusher]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You push crates. You also break legs and kidnap people, if the Commissariat needs it done.&lt;br /&gt;
| Work hard. Set goals. Invest. C.C.M. mindset.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ckid.png]]&amp;lt;h3&amp;gt;[[Cargo Kid]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're a young entrepreneur, starting that grind early. Your older colleagues are sure to have some tips for you.&lt;br /&gt;
| A great learning role with very little responsibility.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:miner.png]]&amp;lt;h3&amp;gt;[[Salvage Miner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| You're a miner. You mine. Bring anything especially valuable to the Commissariat, dump the rest onto the Blacksmith.&lt;br /&gt;
| Great for spelunking or fighting mobs. Cave drip is not real.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:redzgus.png]] '''The Factory''' - No union? No worries!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:mrredz.png]]&amp;lt;h3&amp;gt;[[Mr. Redz]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the fattest fuck in all of the bunker. You won ownership of a factory here in a backroom game and it's turning you a tidy profit. Your Foreman will typically have the factory under control, so feel free to go commiserate with your fellow fatass nobles. Always have food at hand. It's always time for a Cheeseburger.&lt;br /&gt;
| NO ONE FUCKS WITH MR. REDZ.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:foreman.png]]&amp;lt;h3&amp;gt;[[Foreman]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're Mr. Redz's trusted assistant. Do whatever he asks of you. This will typically be yelling at his workers to work harder.&lt;br /&gt;
| Mr. Redz has a lot of money and you work oh so hard for him. Perhaps a bonus is in order?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:factory.png]]&amp;lt;h3&amp;gt;[[Factory Worker]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 6&lt;br /&gt;
| You're true working class, real brown collar shit. Whittle down the hours until the whistle blows so you can get off shift and blow your meagre paycheck at the Italian's place on cigarettes and pasto.&lt;br /&gt;
| Keep a steady pace. Work too fast, you never know what might happen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:kidfactory.png]]&amp;lt;h3&amp;gt;[[Child Worker]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Workers are getting harder to come by in Redistan as more and more people are sent to the front during the Civil War. Thank GREAT LEADER child labour is encouraged for proper childhood development.&lt;br /&gt;
| Don't be afraid to ask for help. No one expects anything of you, you're a child!&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungchef.png]] '''The Civillians''' - What, no food?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cook.png]]&amp;lt;h3&amp;gt;[[Cook]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Not quite experienced enough to be a proper chef, you at least know enough to run your own hash house. Cook whatever you like, just don't get too Italian with it, it doesn't mix well with the local palate. Don't give your child tap water.&lt;br /&gt;
| Food service has very thin margins. Mark up everything you can. The vending machines are far too expensive to be worth it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:asscook.png]]&amp;lt;h3&amp;gt;[[Assistant Cook]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the cook's apprentice. You're not going to do much cooking, but he should be able to teach you the art of crying in the walk-in between orders.&lt;br /&gt;
| Cooking is best for visual learners. Pay attention to what the cook does if you want to learn.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:smith.png]]&amp;lt;h3&amp;gt;[[Blacksmith]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the local Blacksmith. Even further East, you're the lifeline of a developing town. In an established bunker you're mostly an arms merchant. Smith hard, smith well. You are sure to make a tidy profit.&lt;br /&gt;
| You have a strong position, servicing both the outside and inside of the bunker. Just be careful to not get too shady, the Watchdogs like to keep an eye on you.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:janitor.png]]&amp;lt;h3&amp;gt;[[Janitor]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Sweep it up, janny. The bunker is filthy and you control the mops. A clean bunker is an orderly one.&lt;br /&gt;
| You have good justification for getting into other people's workplaces. Try not to have sticky fingers.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:mullen.png]]&amp;lt;h3&amp;gt;[[Mullen]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| A private dick. This bunker is a festering pit of darkness and hyper realistic blood, angels weeping, dead inside, fucked up shit and thick skin. You get the idea. Try to offer your services, there's sure to be someone who has a case.&lt;br /&gt;
| When a bum sees a dick coming, he don't stick around.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:scrungiminal.png]] '''The Underbelly''' - Woah mama mia cunt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:caporegime.png]]&amp;lt;h3&amp;gt;[[Caporegime]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The head of the local branch of Post-Italian troublemakers. You're here representing your Godfather back West in the Spaghetto. There's a multitude of ways to get things done down here, it's just a matter of picking which one.&lt;br /&gt;
| Pure violence is typically a poor choice for the mafia. Try to keep your exploits well thought out and executed. Do not play this role if you're bad at leading people.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:associate.png]]&amp;lt;h3&amp;gt;[[Associate]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| Your standard Post-Italian grunt. Follow your Caporegime's orders, it's not like you have anywhere else to go. Post-Italians are naturally intimidating. Their patterns of speech strike fear into even the most stalwart Carnifexes.&lt;br /&gt;
| This is a Wildcard role. Talking will quickly give you away, but you can blend in fairly well if you keep quiet.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bocco.png]]&amp;lt;h3&amp;gt;[[Bocconcino]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The Mafia's very own orphan to boss around. Although you're not Italian, they've accepted you as one of their own. The fact that you're not Italian makes you far less suspect than the rest of the Mafia.&lt;br /&gt;
| This is a Wildcard role.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:smuggler.png]]&amp;lt;h3&amp;gt;[[Smuggler]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're a smuggler. You specialise in Black Market affairs.&lt;br /&gt;
| This is a Wildcard role. You can give people forgable passports. Just try not to get strip searched at the border.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:merc.png]]&amp;lt;h3&amp;gt;[[Drifting Mercenary]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're a mercenary. You might have no money to your name but you're sure to find work somewhere. Try your local nobles.&lt;br /&gt;
| This is a Wildcard role. DISPERSE IN THE NAME OF MR. REDZ'S FRIENDLY ORDINANCE COMPANY!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:scrungus.png]]&amp;lt;h3&amp;gt;[[Wildcard]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| &amp;gt;20&lt;br /&gt;
| A pool of special roles that you can't get normally, ranging from noble tourists, to Post-Italian Mafiosos and everything in between. Most wildcard roles are not listed on this page.&lt;br /&gt;
| Follow your instincts and you will do well.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Main_Page&amp;diff=612</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Main_Page&amp;diff=612"/>
		<updated>2021-08-23T00:20:42Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[File:Warfare.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
=&amp;lt;center&amp;gt;About&amp;lt;/center&amp;gt;=&lt;br /&gt;
IS12 is a heavily modified SS13 server originally based on [https://baystation12.net/ Baystation] but is now so far removed from BS12 that pretty much nothing on their wiki is relevant to the codebase anymore. As such this wiki was made specifically for housing information relevant to IS12. If you're brand new to SS13 in general you'd like to know how to play the base game, we suggest you [https://tgstation13.org/wiki/Starter_guide go] [https://wiki.baystation12.net/Guide_for_New_Players read] [https://www.paradisestation.org/wiki/index.php/Guide_for_beginners some] [http://www.ss13.eu/wiki/index.php/New_Players other] [https://wiki.ss13.co/Getting_Started guides]. &amp;lt;b&amp;gt;Though this wiki does serve as a basic repository of information, the changelogs, updates on the game, and general community are housed on the discord, which can be found [https://discord.gg/FVRctMD here].&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==IS12 Warfare==&lt;br /&gt;
IS12 Warfare varies between a vague a cold war-esque, and vague WW1 team deathmatch game with visual influences from Gone With The Blastwave. Hosted every Monday and Wednesday at 3PM EST, you're either red, or blue, and your objective is to either deplete all the other sides reinforcements or take over their trenches and activate the point of no return. It plays a bit like how rush plays from the battlefield series, if you've played that before. While it takes some visual influence from Gone With The Blastwave it is not related to it in any other way. This is not a fan game. It does not take place in the same universe as the comic. It is not affiliated with the comic in any way.&lt;br /&gt;
&lt;br /&gt;
*[[Roles|Warfare Roles]]&lt;br /&gt;
*[[Guide to Medicine]]&lt;br /&gt;
*[[Getting Started]]&lt;br /&gt;
*[[Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reborn==&lt;br /&gt;
The &amp;quot;RP&amp;quot; game mode. Hosted every Tuesday and Thursday at 3PM EST. Read all about it [[Reborn|here]].&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Reborn&amp;diff=566</id>
		<title>Reborn</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Reborn&amp;diff=566"/>
		<updated>2021-08-21T16:20:29Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Proud Redistanis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Proud Redistanis==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 80%; ax-width: 120em; border-spacing: 2em; clear: both&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:0; color: #ffffff; background: #bbb;  border: 2px solid #634B4F; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 10%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Role'''&lt;br /&gt;
| style=&amp;quot;width: 5%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Slots'''&lt;br /&gt;
| style=&amp;quot;width: 50%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Description'''&lt;br /&gt;
| style=&amp;quot;width: 40%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | [[File:scrungudant.png]] '''Nobility''' - Pompous assholes, living in fantasy land. Expect them to blame you when reality comes knocking.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:commandant.png]]&amp;lt;h3&amp;gt;[[Commandant]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Your Commandant is your lifeline. In this time of civil war they have purchased this defensible bunker and fully expect to reap the rewards of it. High taxes and free lunches are a given. They typically enjoy having their subjects perform their every whimsy. Best listen up.&lt;br /&gt;
| As Commandant, your underlings will manage most tasks for you. Adjust the tax rate as you see fit, make pointless announcements and perform corrections where needed, otherwise your time is yours to &amp;lt;s&amp;gt;torture&amp;lt;/s&amp;gt; enlighten your subjects.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:consort.png]]&amp;lt;h3&amp;gt;[[Consort]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the Commandant's dear partner. Throw your nobility around, you've earned it.&lt;br /&gt;
| You have as much authority as the Commandant, given you're not going against them. Commoners might not like to listen to you, getting a Watchdog's truncheon to the face is a quick fix.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:scion.png]]&amp;lt;h3&amp;gt;[[Scion]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're one of the Commandant and Consort's pride and joy. You're a spoiled brat with far too much power, although you're a weak child with little ability to exercise it.&lt;br /&gt;
| Try to abuse your parents goodwill to get what you want. They have plenty to share.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:overseer.png]]&amp;lt;h3&amp;gt;[[Overseer]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the Commandant's right hand man. You manage their finances, give advice, deal with tasks they don't want to and watch their children when they're too busy peasant hunting.&lt;br /&gt;
| A good Overseer keeps close ties with the C.C.M..&lt;br /&gt;
|-&lt;br /&gt;
| [[File:servant.png]]&amp;lt;h3&amp;gt;[[Servant]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| More of a pet than a noble, you're a prisoner shipped in from THE CAPITAL, given another chance at freedom through unending indentured servitude! The Commandant's palace is filthy and their children are very hungry. Best get to work soon.&lt;br /&gt;
| A good servant is one who is seen as little as possible. Try to assume what your Commandant wants and have it done before they have time to ask for it.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; |  [[File:avodant.png]] '''The Gatewatch''' - Good morning inspector. Refuse all Italians entry. Glory to Redistan.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:avocado.png]]&amp;lt;h3&amp;gt;[[Advocatus]]&amp;lt;/H3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| A Bureaucrat from back West, sent to this backwater to assure it doesn't become a den of separatists, occasionally reporting back to senior Advocatii in THE CAPITAL. The Redistani Civil War makes mistakes unacceptable. Do not be afraid to be cruel. Glory to Redistan.&lt;br /&gt;
| You have the same amount of authority as the Commandant, although you do not own his land. Do not be afraid to challenge his orders and make your men hold steadfast.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:inspector.png]]&amp;lt;h3&amp;gt;[[Inspector]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Giddy volunteers to the A.A.M., encouraged to keep their full attention through the retroactive punishment of their family. Some inspectors are in it for the Patriotism of keeping their country safe from those disgusting Separatists. Others just like to see the look on a child's face as they bar them from getting medical attention inside the bunker. Glory to Redistan.&lt;br /&gt;
| Your Advocatus is likely unhappy over their assignment to such a small settlement. Corruption is widespread this far East for a reason. Use that to your advantage.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:watchdog.png]]&amp;lt;h3&amp;gt;[[Watchdog]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| A grunt of the Gatewatch. Although you may often be made to keep in shape with drills or mop up the floors around the checkpoint, you have plenty of downtime too. If only you got a comfy chair to sit in as well...&lt;br /&gt;
| Not having to move much means a much closer eye can be kept on those in the line. Be sure to remind them with the megaphones what restrictions are in place.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:pkudant.png]] '''Peacekeepers''' - KEEP THE PEACE, DAMNIT!!!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:hpeacekeeper.png]]&amp;lt;h3&amp;gt;[[Head Peacekeeper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| A noble, with a small litany of disorganised but (usually) loyal troops at your disposal. Coordinate your Cadets and Peacekeepers well. Your equipment may be outdated, but it is plentiful. Do not be afraid to organise your men strongly.&lt;br /&gt;
| Your men may be called for occasional raids beyond the gate, into the slums. Keep them close, there's no shortage of unfriendly faces out there.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:peacekeeper.png]]&amp;lt;h3&amp;gt;[[Peacekeeper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| You might be schlubby, you might be unfit, but you're here and that's all that really counts. Your main jobs are going to be pest control and abusing what little power you have. You can always make up any charge you like, it's not like whoever you're accusing has a book of laws. Maybe if you suck up enough, the Head Peacekeeper will bother with outfitting you with some nicer gear. Make sure to follow his words to a T.&lt;br /&gt;
| Be glad you're not back West, fighting Separatists on the front lines.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cadet.png]]&amp;lt;h3&amp;gt;[[Cadet]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Merely a child, your tendency to bully others and throw your weight around made you a prime pick for the Peacekeeping forces. You might not be on the front lines, but you're sure to make your country and  parents proud.&lt;br /&gt;
| While you're more proficient with weapons than most children, you are still rather weak. You make for a strong scout, as well as a keen accompaniment to adult peacekeepers. They're sure to teach you well if you ask.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ranger.png]]&amp;lt;h3&amp;gt;[[Cave Ranger]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You were born into the caves, molded by them. You didn't see civilisation until you were already an adult. The caves are your home and you're sure to treat them and all their inhabitants well. Keep poachers away from the wildlife, give litterers the death penalty and patch up any idiots who end up bleeding out in the caves.&lt;br /&gt;
| The caves are your home. Treat them like you would a family member.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bellhop.png]]&amp;lt;h3&amp;gt;[[Bellhop]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| As a young child, you were crushed in a not-so-freak elevator accident. Ever since, you've been terrified of the world outside the Elevators. If they do this to their friends, imagine what they do to enemies! You're disgusting, deformed, and slow, but you like it that way. You never have to get up and move! Manage the elevator well. The spirit of the Great Transporter demands it.&lt;br /&gt;
| The elevator is the lifeline of Eversmile. You can easily make demands of your occupants, provided they're not important enough.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:scab.png]]&amp;lt;h3&amp;gt;[[Scab]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You fucked up and now you're out on your ass, kicking it in the Slums. You've copped slum duty after fucking up bad and now you have to maintain order in what you're pretty sure is a literal cess pit. Make sure Mr. Redz is happy with the security of his factory, he's sure to hand you a little bonus if you do a good job.&lt;br /&gt;
| Power in numbers. Just having your partner nearby is likely to scare most opportunists off.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Reborn&amp;diff=565</id>
		<title>Reborn</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Reborn&amp;diff=565"/>
		<updated>2021-08-21T16:20:12Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Proud Redistanis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Proud Redistanis==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 80%; ax-width: 120em; border-spacing: 2em; clear: both&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:0; color: #ffffff; background: #bbb;  border: 2px solid #634B4F; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 10%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Role'''&lt;br /&gt;
| style=&amp;quot;width: 5%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Slots'''&lt;br /&gt;
| style=&amp;quot;width: 50%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Description'''&lt;br /&gt;
| style=&amp;quot;width: 40%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | [[File:scrungudant.png]] '''Nobility''' - Pompous assholes, living in fantasy land. Expect them to blame you when reality comes knocking.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:commandant.png]]&amp;lt;h3&amp;gt;[[Commandant]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Your Commandant is your lifeline. In this time of civil war they have purchased this defensible bunker and fully expect to reap the rewards of it. High taxes and free lunches are a given. They typically enjoy having their subjects perform their every whimsy. Best listen up.&lt;br /&gt;
| As Commandant, your underlings will manage most tasks for you. Adjust the tax rate as you see fit, make pointless announcements and perform corrections where needed, otherwise your time is yours to &amp;lt;s&amp;gt;torture&amp;lt;/s&amp;gt; enlighten your subjects.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:consort.png]]&amp;lt;h3&amp;gt;[[Consort]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the Commandant's dear partner. Throw your nobility around, you've earned it.&lt;br /&gt;
| You have as much authority as the Commandant, given you're not going against them. Commoners might not like to listen to you, getting a Watchdog's truncheon to the face is a quick fix.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:scion.png]]&amp;lt;h3&amp;gt;[[Scion]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You're one of the Commandant and Consort's pride and joy. You're a spoiled brat with far too much power, although you're a weak child with little ability to exercise it.&lt;br /&gt;
| Try to abuse your parents goodwill to get what you want. They have plenty to share.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:overseer.png]]&amp;lt;h3&amp;gt;[[Overseer]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You're the Commandant's right hand man. You manage their finances, give advice, deal with tasks they don't want to and watch their children when they're too busy peasant hunting.&lt;br /&gt;
| A good Overseer keeps close ties with the C.C.M..&lt;br /&gt;
|-&lt;br /&gt;
| [[File:servant.png]]&amp;lt;h3&amp;gt;[[Servant]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| More of a pet than a noble, you're a prisoner shipped in from THE CAPITAL, given another chance at freedom through unending indentured servitude! The Commandant's palace is filthy and their children are very hungry. Best get to work soon.&lt;br /&gt;
| A good servant is one who is seen as little as possible. Try to assume what your Commandant wants and have it done before they have time to ask for it.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; |  [[File:avodant.png]] '''The Gatewatch''' - Good morning inspector. Refuse all Italians entry. Glory to Redistan.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:avocado.png]]&amp;lt;h3&amp;gt;[[Advocatus]]&amp;lt;/H3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| A Bureaucrat from back West, sent to this backwater to assure it doesn't become a den of separatists, occasionally reporting back to senior Advocatii in THE CAPITAL. The Redistani Civil War makes mistakes unacceptable. Do not be afraid to be cruel. Glory to Redistan.&lt;br /&gt;
| You have the same amount of authority as the Commandant, although you do not own his land. Do not be afraid to challenge his orders and make your men hold steadfast.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:inspector.png]]&amp;lt;h3&amp;gt;[[Inspector]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Giddy volunteers to the A.A.M., encouraged to keep their full attention through the retroactive punishment of their family. Some inspectors are in it for the Patriotism of keeping their country safe from those disgusting Separatists. Others just like to see the look on a child's face as they bar them from getting medical attention inside the bunker. Glory to Redistan.&lt;br /&gt;
| Your Advocatus is likely unhappy over their assignment to such a small settlement. Corruption is widespread this far East for a reason. Use that to your advantage.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:watchdog.png]]&amp;lt;h3&amp;gt;[[Watchdog]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| A grunt of the Gatewatch. Although you may often be made to keep in shape with drills or mop up the floors around the checkpoint, you have plenty of downtime too. If only you got a comfy chair to sit in as well...&lt;br /&gt;
| Not having to move much means a much closer eye can be kept on those in the line. Be sure to remind them with the megaphones what restrictions are in place.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:pkudant.png]] '''Peacekeepers''' - KEEP THE PEACE, DAMNIT!!!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:hpeacekeeper.png]]&amp;lt;h3&amp;gt;[[Head Peacekeeper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| A noble, with a small litany of disorganised but (usually) loyal troops at your disposal. Coordinate your Cadets and Peacekeepers well. Your equipment may be outdated, but it is plentiful. Do not be afraid to organise your men strongly.&lt;br /&gt;
| Your men may be called for occasional raids beyond the gate, into the slums. Keep them close, there's no shortage of unfriendly faces out there.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:peacekeeper.png]]&amp;lt;h3&amp;gt;[[Peacekeeper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You might be schlubby, you might be unfit, but you're here and that's all that really counts. Your main jobs are going to be pest control and abusing what little power you have. You can always make up any charge you like, it's not like whoever you're accusing has a book of laws. Maybe if you suck up enough, the Head Peacekeeper will bother with outfitting you with some nicer gear. Make sure to follow his words to a T.&lt;br /&gt;
| Be glad you're not back West, fighting Separatists on the front lines.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:cadet.png]]&amp;lt;h3&amp;gt;[[Cadet]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Merely a child, your tendency to bully others and throw your weight around made you a prime pick for the Peacekeeping forces. You might not be on the front lines, but you're sure to make your country and  parents proud.&lt;br /&gt;
| While you're more proficient with weapons than most children, you are still rather weak. You make for a strong scout, as well as a keen accompaniment to adult peacekeepers. They're sure to teach you well if you ask.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ranger.png]]&amp;lt;h3&amp;gt;[[Cave Ranger]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| You were born into the caves, molded by them. You didn't see civilisation until you were already an adult. The caves are your home and you're sure to treat them and all their inhabitants well. Keep poachers away from the wildlife, give litterers the death penalty and patch up any idiots who end up bleeding out in the caves.&lt;br /&gt;
| The caves are your home. Treat them like you would a family member.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bellhop.png]]&amp;lt;h3&amp;gt;[[Bellhop]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| As a young child, you were crushed in a not-so-freak elevator accident. Ever since, you've been terrified of the world outside the Elevators. If they do this to their friends, imagine what they do to enemies! You're disgusting, deformed, and slow, but you like it that way. You never have to get up and move! Manage the elevator well. The spirit of the Great Transporter demands it.&lt;br /&gt;
| The elevator is the lifeline of Eversmile. You can easily make demands of your occupants, provided they're not important enough.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:scab.png]]&amp;lt;h3&amp;gt;[[Scab]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| You fucked up and now you're out on your ass, kicking it in the Slums. You've copped slum duty after fucking up bad and now you have to maintain order in what you're pretty sure is a literal cess pit. Make sure Mr. Redz is happy with the security of his factory, he's sure to hand you a little bonus if you do a good job.&lt;br /&gt;
| Power in numbers. Just having your partner nearby is likely to scare most opportunists off.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=IScal&amp;diff=542</id>
		<title>IScal</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=IScal&amp;diff=542"/>
		<updated>2021-07-27T15:01:50Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* From Escalation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''IScal''' (name pending) is a highly modified fork of the July 2020 Escalation release. IScal is a &amp;quot;tactical&amp;quot; &amp;quot;shooter&amp;quot;, where several military factions with unique looks, different guns, and different languages do small scale battle, to either eliminate each other, or attack or defend specific objectives. While it has a lot of extra features, improvements, and changes, at its core it is still very much an &amp;quot;SS13&amp;quot; experience, and its controls and general gameplay feel reflect that. Do not go in expecting the &amp;quot;most refined 2D shooting experience&amp;quot;, SS13 jank cannot be escaped, it is just part of the experience.&lt;br /&gt;
&lt;br /&gt;
= Gameplay Differences =&lt;br /&gt;
Probably the most important thing for any newcomer from either IS12, or from Escalation (what three of you left that haven't already played this and somehow aren't banned) is what's changed in the gameplay. So to make things convienent here are the differences&lt;br /&gt;
[[File:Iscal example.png|thumb|A lone Krasnyj Pakt soldier traversing the snowy woods.]]&lt;br /&gt;
== General Differences ==&lt;br /&gt;
* '''There are weapon attachments you can get in the character creation screen.''' You can only pick two though, and putting them on your gun will slow you down when the gun is in your hands. Keep in mind not all roles have access to attachments either.&lt;br /&gt;
* '''There is a cover system.''' Pressing ''spacebar'' will allow you to take cover and stand up. If you are behind an object such as sandbags, brustwehrs, or trees, bullets will fly over you instead of hitting you, as long as the person shooting you is not right up on top of you. &lt;br /&gt;
* '''Your name is randomly generated.''' Due to how the different languages and factions work, you can no longer pick your own name. One will be generated for you.&lt;br /&gt;
* '''Custom lighting system!''' Lights are now a filter effect, and thus move 100% smoothly instead of having to update with the MC. This has its pros and cons, but overall it reduces lag by 99%.&lt;br /&gt;
* '''Squad highlighting.''' You will be able to visually tell who is in your squad, and what their role is, as well as be able to follow where you SL is.&lt;br /&gt;
&lt;br /&gt;
== From IS12 ==&lt;br /&gt;
* '''You only get one life.''' You cannot respawn once you die. Try to be careful.&lt;br /&gt;
* '''More intricate squad system.''' You do not just pick your class anymore, instead you pick which squad you want to be apart of, as well as your class.&lt;br /&gt;
* '''Multiple factions on the same side.''' No more just red vs blue, there's actual factions now with different guns, and depending on the map and mode, people who do not speak the same language can be fighting together on the same side.&lt;br /&gt;
* '''You no longer need to manually wield guns.''' Guns now wield automatically when you pick them up, as long as your other hand is empty.&lt;br /&gt;
* '''Unloading your gun is now done by clicking on your held gun with your offhand.''' Like how you do it in all other SS13 servers that aren't IS12.&lt;br /&gt;
* '''There is no combat mode.''' Instead to shoot accurately hold down right mouse button.&lt;br /&gt;
* '''Much heavier focus on automatic guns.''' If you played Coldfare, you should be used to this. If not, prepare to hold down LMB and shoot your offbrand AKs at whatever moves in the bushes.&lt;br /&gt;
&lt;br /&gt;
== From Escalation ==&lt;br /&gt;
* '''Whitelist system has been removed. Teams are balanced automatically.''' No more trying to herd the cats that are SS13 players. You just pick your squad and your role now.&lt;br /&gt;
* '''All real world nations have been removed. It is not the 1980s, this is not the real world.''' If you're annoyed by that, don't play. &lt;br /&gt;
* '''The game mode actually works correctly now.''' It can be lost and won and end like a normal round of SS13, no more waiting for the admins/referees to declare a winner, and then the game crashing.&lt;br /&gt;
* '''Reduced lag (as long as there are below 65 players).''' Escalation ran like shit. It still runs like shit. This one doesn't run like shit as much.&lt;br /&gt;
* '''New projectile and aiming system.''' You now need to hold down right mouse button to aim properly, and projectiles no longer float lazily across the screen towards their target.&lt;br /&gt;
&lt;br /&gt;
= Setting and Lore =&lt;br /&gt;
The setting is IScal is not the same as IS12 Warfare/Reborn, and does not take place in the same universe. Instead it takes place in its own universe, and tells the story of a bloody civil war between two warring political factions in the fictional nation of Tavoria.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
The country of Tavoria is facing brutal hardships. An economic collapse has left most of the population without work, and slow government response has left the people angry. With tensions on the rise, and the looming influence of the Rhinelands and Rus regions surrounding the country, the country has been left split between a separatist faction known as The People's Radical Party (Narodna Radikalna Stranka), and The Democratic Labor Party (Demokratska Laburisticka Stranka). The Radicals are backed by the communist led and Rus funded PMC group, the &amp;quot;Krasnyj Pakt&amp;quot; (Red Pact), while the Democratic Party has sought aid from the Royal Army of Tavoria, and the Rhineland backed and funded &amp;quot;Blauen Krallen&amp;quot; (Blue Talons) PMC group. The war is only just beginning... these are dark times for Tavoria...&lt;br /&gt;
&lt;br /&gt;
== Playable Factions ==&lt;br /&gt;
Below are the playable factions in IScal.&lt;br /&gt;
* '''Demokratska Laburisticka Stranka Tavorije''' or &amp;quot;The Democratic Labor Party of Tavoria&amp;quot; are the primary force fighting for keeping the union of Tavoria together. Formed in response to the creation of Narodna Radikalna Stranka, they are just as ragtag as their enemy, relying mostly on surplus weapons from what's left of the countries official military and military support from the Blauen Krallen. Made up of mostly inexperienced but passionate young men, and led by bitter old vets, The Democratic Labor Party of Tavoria fight fiercely to as they see it, save their nation from destruction.&lt;br /&gt;
* '''Die Blauen Krallen''' or &amp;quot;The Blue Talons&amp;quot;, are a PMC that hails from, and is financially backed by the Germantic speaking nation of Rhineland. Rhineland has a lot of interest in keeping Tavoria a &amp;quot;democratic&amp;quot; nation, and are the Blauen Krallen are the Rhineland's way of sending military support without &amp;quot;directly&amp;quot; involving themselves.&lt;br /&gt;
* '''Narodna Radikalna Stranka Tavorije''' or &amp;quot;The People's Radical Party of Tavoria&amp;quot;, are radical separtists who are, to put it lightly, deeply unhappy with the current state of a affairs in Tavoria. They wish to make Tavoria a communist nation once again, as it was on the old days, and if not, then they wish to make their own nation, and not be bound to Tavoria any longer. They are just as rag tag as their opposing army, and require a lot of aid from the Krasnyj Pakt. Just like forces of the Democratic party, they are young, inexperienced, and fiercely passionate about doing what, in their eyes, is best for their nation.&lt;br /&gt;
* '''Krasnyj Pakt''' or &amp;quot;The Red Pact&amp;quot;, are a PMC force that hails from, and is backed by Rus. Rus shares the People's Radical Party's ideals of making Tavoria a &amp;quot;red&amp;quot; nation once more, and while the country isn't in a political position to send troops in directly, they are more than welcome to financially support and equip the Krasnyj Pakt to do it for them.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=IScal&amp;diff=541</id>
		<title>IScal</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=IScal&amp;diff=541"/>
		<updated>2021-06-19T19:58:13Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* General Differences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''IScal''' (name pending) is a highly modified fork of the July 2020 Escalation release. IScal is a &amp;quot;tactical&amp;quot; &amp;quot;shooter&amp;quot;, where several military factions with unique looks, different guns, and different languages do small scale battle, to either eliminate each other, or attack or defend specific objectives. While it has a lot of extra features, improvements, and changes, at its core it is still very much an &amp;quot;SS13&amp;quot; experience, and its controls and general gameplay feel reflect that. Do not go in expecting the &amp;quot;most refined 2D shooting experience&amp;quot;, SS13 jank cannot be escaped, it is just part of the experience.&lt;br /&gt;
&lt;br /&gt;
= Gameplay Differences =&lt;br /&gt;
Probably the most important thing for any newcomer from either IS12, or from Escalation (what three of you left that haven't already played this and somehow aren't banned) is what's changed in the gameplay. So to make things convienent here are the differences&lt;br /&gt;
[[File:Iscal example.png|thumb|A lone Krasnyj Pakt soldier traversing the snowy woods.]]&lt;br /&gt;
== General Differences ==&lt;br /&gt;
* '''There are weapon attachments you can get in the character creation screen.''' You can only pick two though, and putting them on your gun will slow you down when the gun is in your hands. Keep in mind not all roles have access to attachments either.&lt;br /&gt;
* '''There is a cover system.''' Pressing ''spacebar'' will allow you to take cover and stand up. If you are behind an object such as sandbags, brustwehrs, or trees, bullets will fly over you instead of hitting you, as long as the person shooting you is not right up on top of you. &lt;br /&gt;
* '''Your name is randomly generated.''' Due to how the different languages and factions work, you can no longer pick your own name. One will be generated for you.&lt;br /&gt;
* '''Custom lighting system!''' Lights are now a filter effect, and thus move 100% smoothly instead of having to update with the MC. This has its pros and cons, but overall it reduces lag by 99%.&lt;br /&gt;
* '''Squad highlighting.''' You will be able to visually tell who is in your squad, and what their role is, as well as be able to follow where you SL is.&lt;br /&gt;
&lt;br /&gt;
== From IS12 ==&lt;br /&gt;
* '''You only get one life.''' You cannot respawn once you die. Try to be careful.&lt;br /&gt;
* '''More intricate squad system.''' You do not just pick your class anymore, instead you pick which squad you want to be apart of, as well as your class.&lt;br /&gt;
* '''Multiple factions on the same side.''' No more just red vs blue, there's actual factions now with different guns, and depending on the map and mode, people who do not speak the same language can be fighting together on the same side.&lt;br /&gt;
* '''You no longer need to manually wield guns.''' Guns now wield automatically when you pick them up, as long as your other hand is empty.&lt;br /&gt;
* '''Unloading your gun is now done by clicking on your held gun with your offhand.''' Like how you do it in all other SS13 servers that aren't IS12.&lt;br /&gt;
* '''There is no combat mode.''' Instead to shoot accurately hold down right mouse button.&lt;br /&gt;
* '''Much heavier focus on automatic guns.''' If you played Coldfare, you should be used to this. If not, prepare to hold down LMB and shoot your offbrand AKs at whatever moves in the bushes.&lt;br /&gt;
&lt;br /&gt;
== From Escalation ==&lt;br /&gt;
* '''Whitelist system has been removed. Teams are balanced automatically.''' No more trying to herd the cats that are SS13 players. You just pick your squad and your role now.&lt;br /&gt;
* '''All real world nations have been removed. It is not the 1980s, this is not the real world.''' If you're annoyed by that, don't play. &lt;br /&gt;
* '''The game mode actually works correctly now.''' It can be lost and won and end like a normal round of SS13, no more waiting for the admins/referees to declare a winner, and then the game crashing.&lt;br /&gt;
* '''Reduced lag (as long as there are below 65 players).''' Escalation ran like shit. It still runs like shit. This one doesn't run like shit.&lt;br /&gt;
* '''New projectile and aiming system.''' You now need to hold down right mouse button to aim properly, and projectiles no longer float lazily across the screen towards their target.&lt;br /&gt;
&lt;br /&gt;
= Setting and Lore =&lt;br /&gt;
The setting is IScal is not the same as IS12 Warfare/Reborn, and does not take place in the same universe. Instead it takes place in its own universe, and tells the story of a bloody civil war between two warring political factions in the fictional nation of Tavoria.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
The country of Tavoria is facing brutal hardships. An economic collapse has left most of the population without work, and slow government response has left the people angry. With tensions on the rise, and the looming influence of the Rhinelands and Rus regions surrounding the country, the country has been left split between a separatist faction known as The People's Radical Party (Narodna Radikalna Stranka), and The Democratic Labor Party (Demokratska Laburisticka Stranka). The Radicals are backed by the communist led and Rus funded PMC group, the &amp;quot;Krasnyj Pakt&amp;quot; (Red Pact), while the Democratic Party has sought aid from the Royal Army of Tavoria, and the Rhineland backed and funded &amp;quot;Blauen Krallen&amp;quot; (Blue Talons) PMC group. The war is only just beginning... these are dark times for Tavoria...&lt;br /&gt;
&lt;br /&gt;
== Playable Factions ==&lt;br /&gt;
Below are the playable factions in IScal.&lt;br /&gt;
* '''Demokratska Laburisticka Stranka Tavorije''' or &amp;quot;The Democratic Labor Party of Tavoria&amp;quot; are the primary force fighting for keeping the union of Tavoria together. Formed in response to the creation of Narodna Radikalna Stranka, they are just as ragtag as their enemy, relying mostly on surplus weapons from what's left of the countries official military and military support from the Blauen Krallen. Made up of mostly inexperienced but passionate young men, and led by bitter old vets, The Democratic Labor Party of Tavoria fight fiercely to as they see it, save their nation from destruction.&lt;br /&gt;
* '''Die Blauen Krallen''' or &amp;quot;The Blue Talons&amp;quot;, are a PMC that hails from, and is financially backed by the Germantic speaking nation of Rhineland. Rhineland has a lot of interest in keeping Tavoria a &amp;quot;democratic&amp;quot; nation, and are the Blauen Krallen are the Rhineland's way of sending military support without &amp;quot;directly&amp;quot; involving themselves.&lt;br /&gt;
* '''Narodna Radikalna Stranka Tavorije''' or &amp;quot;The People's Radical Party of Tavoria&amp;quot;, are radical separtists who are, to put it lightly, deeply unhappy with the current state of a affairs in Tavoria. They wish to make Tavoria a communist nation once again, as it was on the old days, and if not, then they wish to make their own nation, and not be bound to Tavoria any longer. They are just as rag tag as their opposing army, and require a lot of aid from the Krasnyj Pakt. Just like forces of the Democratic party, they are young, inexperienced, and fiercely passionate about doing what, in their eyes, is best for their nation.&lt;br /&gt;
* '''Krasnyj Pakt''' or &amp;quot;The Red Pact&amp;quot;, are a PMC force that hails from, and is backed by Rus. Rus shares the People's Radical Party's ideals of making Tavoria a &amp;quot;red&amp;quot; nation once more, and while the country isn't in a political position to send troops in directly, they are more than welcome to financially support and equip the Krasnyj Pakt to do it for them.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=IScal&amp;diff=540</id>
		<title>IScal</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=IScal&amp;diff=540"/>
		<updated>2021-06-19T17:24:35Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''IScal''' (name pending) is a highly modified fork of the July 2020 Escalation release. IScal is a &amp;quot;tactical&amp;quot; &amp;quot;shooter&amp;quot;, where several military factions with unique looks, different guns, and different languages do small scale battle, to either eliminate each other, or attack or defend specific objectives. While it has a lot of extra features, improvements, and changes, at its core it is still very much an &amp;quot;SS13&amp;quot; experience, and its controls and general gameplay feel reflect that. Do not go in expecting the &amp;quot;most refined 2D shooting experience&amp;quot;, SS13 jank cannot be escaped, it is just part of the experience.&lt;br /&gt;
&lt;br /&gt;
= Gameplay Differences =&lt;br /&gt;
Probably the most important thing for any newcomer from either IS12, or from Escalation (what three of you left that haven't already played this and somehow aren't banned) is what's changed in the gameplay. So to make things convienent here are the differences&lt;br /&gt;
[[File:Iscal example.png|thumb|A lone Krasnyj Pakt soldier traversing the snowy woods.]]&lt;br /&gt;
== General Differences ==&lt;br /&gt;
* '''There are weapon attachments you can get in the character creation screen.''' You can only pick two though, and putting them on your gun will slow you down when the gun is in your hands. Keep in mind not all roles have access to attachments either.&lt;br /&gt;
* '''There is a cover system.''' Pressing ''spacebar'' will allow you to take cover and stand up. If you are behind an object such as sandbags, brustwehrs, or trees, bullets will fly over you instead of hitting you, as long as the person shooting you is not right up on top of you. &lt;br /&gt;
* '''Your name is randomly generated.''' Due to how the different languages and factions work, you can no longer pick your own name. One will be generated for you.&lt;br /&gt;
* '''Custom lighting system!''' Lights are now a filter effect, and thus move 100% smoothly instead of having to update with the MC. This has its pros and cons, but overall it reduces lag by 99%.&lt;br /&gt;
&lt;br /&gt;
== From IS12 ==&lt;br /&gt;
* '''You only get one life.''' You cannot respawn once you die. Try to be careful.&lt;br /&gt;
* '''More intricate squad system.''' You do not just pick your class anymore, instead you pick which squad you want to be apart of, as well as your class.&lt;br /&gt;
* '''Multiple factions on the same side.''' No more just red vs blue, there's actual factions now with different guns, and depending on the map and mode, people who do not speak the same language can be fighting together on the same side.&lt;br /&gt;
* '''You no longer need to manually wield guns.''' Guns now wield automatically when you pick them up, as long as your other hand is empty.&lt;br /&gt;
* '''Unloading your gun is now done by clicking on your held gun with your offhand.''' Like how you do it in all other SS13 servers that aren't IS12.&lt;br /&gt;
* '''There is no combat mode.''' Instead to shoot accurately hold down right mouse button.&lt;br /&gt;
* '''Much heavier focus on automatic guns.''' If you played Coldfare, you should be used to this. If not, prepare to hold down LMB and shoot your offbrand AKs at whatever moves in the bushes.&lt;br /&gt;
&lt;br /&gt;
== From Escalation ==&lt;br /&gt;
* '''Whitelist system has been removed. Teams are balanced automatically.''' No more trying to herd the cats that are SS13 players. You just pick your squad and your role now.&lt;br /&gt;
* '''All real world nations have been removed. It is not the 1980s, this is not the real world.''' If you're annoyed by that, don't play. &lt;br /&gt;
* '''The game mode actually works correctly now.''' It can be lost and won and end like a normal round of SS13, no more waiting for the admins/referees to declare a winner, and then the game crashing.&lt;br /&gt;
* '''Reduced lag (as long as there are below 65 players).''' Escalation ran like shit. It still runs like shit. This one doesn't run like shit.&lt;br /&gt;
* '''New projectile and aiming system.''' You now need to hold down right mouse button to aim properly, and projectiles no longer float lazily across the screen towards their target.&lt;br /&gt;
&lt;br /&gt;
= Setting and Lore =&lt;br /&gt;
The setting is IScal is not the same as IS12 Warfare/Reborn, and does not take place in the same universe. Instead it takes place in its own universe, and tells the story of a bloody civil war between two warring political factions in the fictional nation of Tavoria.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
The country of Tavoria is facing brutal hardships. An economic collapse has left most of the population without work, and slow government response has left the people angry. With tensions on the rise, and the looming influence of the Rhinelands and Rus regions surrounding the country, the country has been left split between a separatist faction known as The People's Radical Party (Narodna Radikalna Stranka), and The Democratic Labor Party (Demokratska Laburisticka Stranka). The Radicals are backed by the communist led and Rus funded PMC group, the &amp;quot;Krasnyj Pakt&amp;quot; (Red Pact), while the Democratic Party has sought aid from the Royal Army of Tavoria, and the Rhineland backed and funded &amp;quot;Blauen Krallen&amp;quot; (Blue Talons) PMC group. The war is only just beginning... these are dark times for Tavoria...&lt;br /&gt;
&lt;br /&gt;
== Playable Factions ==&lt;br /&gt;
Below are the playable factions in IScal.&lt;br /&gt;
* '''Demokratska Laburisticka Stranka Tavorije''' or &amp;quot;The Democratic Labor Party of Tavoria&amp;quot; are the primary force fighting for keeping the union of Tavoria together. Formed in response to the creation of Narodna Radikalna Stranka, they are just as ragtag as their enemy, relying mostly on surplus weapons from what's left of the countries official military and military support from the Blauen Krallen. Made up of mostly inexperienced but passionate young men, and led by bitter old vets, The Democratic Labor Party of Tavoria fight fiercely to as they see it, save their nation from destruction.&lt;br /&gt;
* '''Die Blauen Krallen''' or &amp;quot;The Blue Talons&amp;quot;, are a PMC that hails from, and is financially backed by the Germantic speaking nation of Rhineland. Rhineland has a lot of interest in keeping Tavoria a &amp;quot;democratic&amp;quot; nation, and are the Blauen Krallen are the Rhineland's way of sending military support without &amp;quot;directly&amp;quot; involving themselves.&lt;br /&gt;
* '''Narodna Radikalna Stranka Tavorije''' or &amp;quot;The People's Radical Party of Tavoria&amp;quot;, are radical separtists who are, to put it lightly, deeply unhappy with the current state of a affairs in Tavoria. They wish to make Tavoria a communist nation once again, as it was on the old days, and if not, then they wish to make their own nation, and not be bound to Tavoria any longer. They are just as rag tag as their opposing army, and require a lot of aid from the Krasnyj Pakt. Just like forces of the Democratic party, they are young, inexperienced, and fiercely passionate about doing what, in their eyes, is best for their nation.&lt;br /&gt;
* '''Krasnyj Pakt''' or &amp;quot;The Red Pact&amp;quot;, are a PMC force that hails from, and is backed by Rus. Rus shares the People's Radical Party's ideals of making Tavoria a &amp;quot;red&amp;quot; nation once more, and while the country isn't in a political position to send troops in directly, they are more than welcome to financially support and equip the Krasnyj Pakt to do it for them.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=IScal&amp;diff=539</id>
		<title>IScal</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=IScal&amp;diff=539"/>
		<updated>2021-06-19T17:21:47Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''IScal''' (name pending) is a highly modified fork of the July 2020 Escalation release. IScal is a &amp;quot;tactical&amp;quot; &amp;quot;shooter&amp;quot;, where several military factions with unique looks, different guns, and different languages do small scale battle, to either eliminate each other, or attack or defend specific objectives. While it has a lot of extra features, improvements, and changes, at its core it is still very much an &amp;quot;SS13&amp;quot; experience, and its controls and general gameplay feel reflect that. Do not go in expecting the &amp;quot;most refined 2D shooting experience&amp;quot;, SS13 jank cannot be escaped, it is just part of the experience.&lt;br /&gt;
&lt;br /&gt;
= Gameplay Differences =&lt;br /&gt;
Probably the most important thing for any newcomer from either IS12, or from Escalation (what three of you left that haven't already played this and somehow aren't banned) is what's changed in the gameplay. So to make things convienent here are the differences&lt;br /&gt;
[[File:Iscal example.png|thumb|A lone Krasnyj Pakt soldier traversing the snowy woods.]]&lt;br /&gt;
== General Differences ==&lt;br /&gt;
* '''There are weapon attachments you can get in the character creation screen.''' You can only pick two though, and putting them on your gun will slow you down when the gun is in your hands. Keep in mind not all roles have access to attachments either.&lt;br /&gt;
* '''There is a cover system.''' Pressing ''spacebar'' will allow you to take cover and stand up. If you are behind an object such as sandbags, brustwehrs, or trees, bullets will fly over you instead of hitting you, as long as the person shooting you is not right up on top of you. &lt;br /&gt;
* '''Your name is randomly generated.''' Due to how the different languages and factions work, you can no longer pick your own name. One will be generated for you.&lt;br /&gt;
* '''Custom lighting system!''' Lights are now a filter effect, and thus move 100% smoothly instead of having to update with the MC. This has its pros and cons, but overall it reduces lag by 99%.&lt;br /&gt;
&lt;br /&gt;
== From IS12 ==&lt;br /&gt;
* '''You only get one life.''' You cannot respawn once you die. Try to be careful.&lt;br /&gt;
* '''More intricate squad system.''' You do not just pick your class anymore, instead you pick which squad you want to be apart of, as well as your class.&lt;br /&gt;
* '''Multiple factions on the same side.''' No more just red vs blue, there's actual factions now with different guns, and depending on the map and mode, people who do not speak the same language can be fighting together on the same side.&lt;br /&gt;
* '''You no longer need to manually wield guns.''' Guns now wield automatically when you pick them up, as long as your other hand is empty.&lt;br /&gt;
* '''Unloading your gun is now done by clicking on your held gun with your offhand.''' Like how you do it in all other SS13 servers that aren't IS12.&lt;br /&gt;
* '''There is no combat mode.''' Instead to shoot accurately hold down right mouse button.&lt;br /&gt;
* '''Much heavier focus on automatic guns.''' If you played Coldfare, you should be used to this. If not, prepare to hold down LMB and shoot your offbrand AKs at whatever moves in the bushes.&lt;br /&gt;
&lt;br /&gt;
== From Escalation ==&lt;br /&gt;
* '''Whitelist system has been removed. Teams are balanced automatically.''' No more trying to herd the cats that are SS13 players. You just pick your squad and your role now.&lt;br /&gt;
* '''All real world nations have been removed. It is not the 1980s, this is not the real world.''' If you're annoyed by that, don't play. &lt;br /&gt;
* '''The game mode actually works correctly now.''' It can be lost and won and end like a normal round of SS13, no more waiting for the admins/referees to declare a winner, and then the game crashing.&lt;br /&gt;
* '''Reduced lag (as long as there are below 65 players).''' Escalation ran like shit. It still runs like shit. This one doesn't run like shit.&lt;br /&gt;
* '''New projectile and aiming system.''' You now need to hold down right mouse button to aim properly, and projectiles no longer float lazily across the screen towards their target.&lt;br /&gt;
&lt;br /&gt;
= Setting and Lore =&lt;br /&gt;
The setting is IScal is not the same as IS12 Warfare/Reborn, and does not take place in the same universe. Instead it takes place in its own universe, and tells the story of a bloody civil war between two warring political factions in the fictional nation of Tavoria.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
The country of Tavoria is facing brutal hardships. An economic collapse has left a most of the population without work, and slow government response has left the people angry. With tensions on the rise, and the looming influence of the Rhinelands and Rus regions surrounding the country, the country has been left split between a separatist faction known as The People's Radical Party (Narodna Radikalna Stranka), and The Democratic Labor Party (Demokratska Laburisticka Stranka). The Radicals are backed by the communist led and Rus funded PMC group, the &amp;quot;Krasnyj Pakt&amp;quot; (Red Pact), while the Democratic Party has sought aid from the Royal Army of Tavoria, and the Rhineland backed and funded &amp;quot;Blauen Krallen&amp;quot; (Blue Talons) PMC group. The war is only just beginning... these are dark times for Tavoria...&lt;br /&gt;
&lt;br /&gt;
== Playable Factions ==&lt;br /&gt;
Below are the playable factions in IScal.&lt;br /&gt;
* '''Demokratska Laburisticka Stranka Tavorije''' or &amp;quot;The Democratic Labor Party of Tavoria&amp;quot; are the primary force fighting for keeping the union of Tavoria together. Formed in response to the creation of Narodna Radikalna Stranka, they are just as ragtag as their enemy, relying mostly on surplus weapons from what's left of the countries official military and military support from the Blauen Krallen. Made up of mostly inexperienced but passionate young men, and led by bitter old vets, The Democratic Labor Party of Tavoria fight fiercely to as they see it, save their nation from destruction.&lt;br /&gt;
* '''Die Blauen Krallen''' or &amp;quot;The Blue Talons&amp;quot;, are a PMC that hails from, and is financially backed by the Germantic speaking nation of Rhineland. Rhineland has a lot of interest in keeping Tavoria a &amp;quot;democratic&amp;quot; nation, and are the Blauen Krallen are the Rhineland's way of sending military support without &amp;quot;directly&amp;quot; involving themselves.&lt;br /&gt;
* '''Narodna Radikalna Stranka Tavorije''' or &amp;quot;The People's Radical Party of Tavoria&amp;quot;, are radical separtists who are, to put it lightly, deeply unhappy with the current state of a affairs in Tavoria. They wish to make Tavoria a communist nation once again, as it was on the old days, and if not, then they wish to make their own nation, and not be bound to Tavoria any longer. They are just as rag tag as their opposing army, and require a lot of aid from the Krasnyj Pakt. Just like forces of the Democratic party, they are young, inexperienced, and fiercely passionate about doing what, in their eyes, is best for their nation.&lt;br /&gt;
* '''Krasnyj Pakt''' or &amp;quot;The Red Pact&amp;quot;, are a PMC force that hails from, and is backed by Rus. Rus shares the People's Radical Party's ideals of making Tavoria a &amp;quot;red&amp;quot; nation once more, and while the country isn't in a political position to send troops in directly, they are more than welcome to financially support and equip the Krasnyj Pakt to do it for them.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=IScal&amp;diff=538</id>
		<title>IScal</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=IScal&amp;diff=538"/>
		<updated>2021-06-19T17:17:54Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* From IS12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''IScal''' (name pending) is a highly modified fork of the July 2020 Escalation release. Originally &amp;quot;Toaster Escalation&amp;quot;, run by Toaster, MJP and [[User:Matt | Toaster's dad]], it is now its own project, entirely separate from and unrelated to Escalation. IScal is a &amp;quot;tactical&amp;quot; &amp;quot;shooter&amp;quot;, where several military factions with unique looks, different guns, and different languages do small scale battle, to either eliminate each other, or attack or defend specific objectives. While it has a lot of extra features, improvements, and changes, at its core it is still very much an &amp;quot;SS13&amp;quot; experience, and its controls and general gameplay feel reflect that. Do not go in expecting the &amp;quot;most refined 2D shooting experience&amp;quot;, SS13 jank cannot be escaped, it is just part of the experience.&lt;br /&gt;
&lt;br /&gt;
= Gameplay Differences =&lt;br /&gt;
Probably the most important thing for any newcomer from either IS12, or from Escalation (what three of you left that haven't already played this and somehow aren't banned) is what's changed in the gameplay. So to make things convienent here are the differences&lt;br /&gt;
[[File:Iscal example.png|thumb|A lone Krasnyj Pakt soldier traversing the snowy woods.]]&lt;br /&gt;
== General Differences ==&lt;br /&gt;
* '''There are weapon attachments you can get in the character creation screen.''' You can only pick two though, and putting them on your gun will slow you down when the gun is in your hands. Keep in mind not all roles have access to attachments either.&lt;br /&gt;
* '''There is a cover system.''' Pressing ''spacebar'' will allow you to take cover and stand up. If you are behind an object such as sandbags, brustwehrs, or trees, bullets will fly over you instead of hitting you, as long as the person shooting you is not right up on top of you. &lt;br /&gt;
* '''Your name is randomly generated.''' Due to how the different languages and factions work, you can no longer pick your own name. One will be generated for you.&lt;br /&gt;
* '''Custom lighting system!''' Lights are now a filter effect, and thus move 100% smoothly instead of having to update with the MC. This has its pros and cons, but overall it reduces lag by 99%.&lt;br /&gt;
&lt;br /&gt;
== From IS12 ==&lt;br /&gt;
* '''You only get one life.''' You cannot respawn once you die. Try to be careful.&lt;br /&gt;
* '''More intricate squad system.''' You do not just pick your class anymore, instead you pick which squad you want to be apart of, as well as your class.&lt;br /&gt;
* '''Multiple factions on the same side.''' No more just red vs blue, there's actual factions now with different guns, and depending on the map and mode, people who do not speak the same language can be fighting together on the same side.&lt;br /&gt;
* '''You no longer need to manually wield guns.''' Guns now wield automatically when you pick them up, as long as your other hand is empty.&lt;br /&gt;
* '''Unloading your gun is now done by clicking on your held gun with your offhand.''' Like how you do it in all other SS13 servers that aren't IS12.&lt;br /&gt;
* '''There is no combat mode.''' Instead to shoot accurately hold down right mouse button.&lt;br /&gt;
* '''Much heavier focus on automatic guns.''' If you played Coldfare, you should be used to this. If not, prepare to hold down LMB and shoot your offbrand AKs at whatever moves in the bushes.&lt;br /&gt;
&lt;br /&gt;
== From Escalation ==&lt;br /&gt;
* '''Whitelist system has been removed. Teams are balanced automatically.''' No more trying to herd the cats that are SS13 players. You just pick your squad and your role now.&lt;br /&gt;
* '''All real world nations have been removed. It is not the 1980s, this is not the real world.''' If you're annoyed by that, don't play. &lt;br /&gt;
* '''The game mode actually works correctly now.''' It can be lost and won and end like a normal round of SS13, no more waiting for the admins/referees to declare a winner, and then the game crashing.&lt;br /&gt;
* '''Reduced lag (as long as there are below 65 players).''' Escalation ran like shit. It still runs like shit. This one doesn't run like shit.&lt;br /&gt;
* '''New projectile and aiming system.''' You now need to hold down right mouse button to aim properly, and projectiles no longer float lazily across the screen towards their target.&lt;br /&gt;
&lt;br /&gt;
= Setting and Lore =&lt;br /&gt;
The setting is IScal is not the same as IS12 Warfare/Reborn, and does not take place in the same universe. Instead it takes place in its own universe, and tells the story of a bloody civil war between two warring political factions in the fictional nation of Tavoria.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
The country of Tavoria is facing brutal hardships. An economic collapse has left a most of the population without work, and slow government response has left the people angry. With tensions on the rise, and the looming influence of the Rhinelands and Rus regions surrounding the country, the country has been left split between a separatist faction known as The People's Radical Party (Narodna Radikalna Stranka), and The Democratic Labor Party (Demokratska Laburisticka Stranka). The Radicals are backed by the communist led and Rus funded PMC group, the &amp;quot;Krasnyj Pakt&amp;quot; (Red Pact), while the Democratic Party has sought aid from the Royal Army of Tavoria, and the Rhineland backed and funded &amp;quot;Blauen Krallen&amp;quot; (Blue Talons) PMC group. The war is only just beginning... these are dark times for Tavoria...&lt;br /&gt;
&lt;br /&gt;
== Playable Factions ==&lt;br /&gt;
Below are the playable factions in IScal.&lt;br /&gt;
* '''Demokratska Laburisticka Stranka Tavorije''' or &amp;quot;The Democratic Labor Party of Tavoria&amp;quot; are the primary force fighting for keeping the union of Tavoria together. Formed in response to the creation of Narodna Radikalna Stranka, they are just as ragtag as their enemy, relying mostly on surplus weapons from what's left of the countries official military and military support from the Blauen Krallen. Made up of mostly inexperienced but passionate young men, and led by bitter old vets, The Democratic Labor Party of Tavoria fight fiercely to as they see it, save their nation from destruction.&lt;br /&gt;
* '''Die Blauen Krallen''' or &amp;quot;The Blue Talons&amp;quot;, are a PMC that hails from, and is financially backed by the Germantic speaking nation of Rhineland. Rhineland has a lot of interest in keeping Tavoria a &amp;quot;democratic&amp;quot; nation, and are the Blauen Krallen are the Rhineland's way of sending military support without &amp;quot;directly&amp;quot; involving themselves.&lt;br /&gt;
* '''Narodna Radikalna Stranka Tavorije''' or &amp;quot;The People's Radical Party of Tavoria&amp;quot;, are radical separtists who are, to put it lightly, deeply unhappy with the current state of a affairs in Tavoria. They wish to make Tavoria a communist nation once again, as it was on the old days, and if not, then they wish to make their own nation, and not be bound to Tavoria any longer. They are just as rag tag as their opposing army, and require a lot of aid from the Krasnyj Pakt. Just like forces of the Democratic party, they are young, inexperienced, and fiercely passionate about doing what, in their eyes, is best for their nation.&lt;br /&gt;
* '''Krasnyj Pakt''' or &amp;quot;The Red Pact&amp;quot;, are a PMC force that hails from, and is backed by Rus. Rus shares the People's Radical Party's ideals of making Tavoria a &amp;quot;red&amp;quot; nation once more, and while the country isn't in a political position to send troops in directly, they are more than welcome to financially support and equip the Krasnyj Pakt to do it for them.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=IScal&amp;diff=537</id>
		<title>IScal</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=IScal&amp;diff=537"/>
		<updated>2021-06-19T17:17:39Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* From IS12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''IScal''' (name pending) is a highly modified fork of the July 2020 Escalation release. Originally &amp;quot;Toaster Escalation&amp;quot;, run by Toaster, MJP and [[User:Matt | Toaster's dad]], it is now its own project, entirely separate from and unrelated to Escalation. IScal is a &amp;quot;tactical&amp;quot; &amp;quot;shooter&amp;quot;, where several military factions with unique looks, different guns, and different languages do small scale battle, to either eliminate each other, or attack or defend specific objectives. While it has a lot of extra features, improvements, and changes, at its core it is still very much an &amp;quot;SS13&amp;quot; experience, and its controls and general gameplay feel reflect that. Do not go in expecting the &amp;quot;most refined 2D shooting experience&amp;quot;, SS13 jank cannot be escaped, it is just part of the experience.&lt;br /&gt;
&lt;br /&gt;
= Gameplay Differences =&lt;br /&gt;
Probably the most important thing for any newcomer from either IS12, or from Escalation (what three of you left that haven't already played this and somehow aren't banned) is what's changed in the gameplay. So to make things convienent here are the differences&lt;br /&gt;
[[File:Iscal example.png|thumb|A lone Krasnyj Pakt soldier traversing the snowy woods.]]&lt;br /&gt;
== General Differences ==&lt;br /&gt;
* '''There are weapon attachments you can get in the character creation screen.''' You can only pick two though, and putting them on your gun will slow you down when the gun is in your hands. Keep in mind not all roles have access to attachments either.&lt;br /&gt;
* '''There is a cover system.''' Pressing ''spacebar'' will allow you to take cover and stand up. If you are behind an object such as sandbags, brustwehrs, or trees, bullets will fly over you instead of hitting you, as long as the person shooting you is not right up on top of you. &lt;br /&gt;
* '''Your name is randomly generated.''' Due to how the different languages and factions work, you can no longer pick your own name. One will be generated for you.&lt;br /&gt;
* '''Custom lighting system!''' Lights are now a filter effect, and thus move 100% smoothly instead of having to update with the MC. This has its pros and cons, but overall it reduces lag by 99%.&lt;br /&gt;
&lt;br /&gt;
== From IS12 ==&lt;br /&gt;
* '''You only get one life.''' You cannot respawn once you die. Try to be careful.&lt;br /&gt;
* '''More intricate squad system.''' You do not just pick your class anymore, instead you pick which squad you want to be apart of, as well as your class.&lt;br /&gt;
* '''Multiple factions on the same side.''' No more just red vs blue, there's actual factions now with different guns, and depending on the map and mode, people who do not speak the same language can be fighting together on the same side.&lt;br /&gt;
* '''You no longer need to manually wield guns.''' Guns now wield automatically when you pick them up, as long as your other hand is empty.&lt;br /&gt;
* '''Unloading your gun is now done by clicking on your held gun with your other hand.''' Like how you do it in all other SS13 servers that aren't IS12.&lt;br /&gt;
* '''There is no combat mode.''' Instead to shoot accurately hold down right mouse button.&lt;br /&gt;
* '''Much heavier focus on automatic guns.''' If you played Coldfare, you should be used to this. If not, prepare to hold down LMB and shoot your offbrand AKs at whatever moves in the bushes.&lt;br /&gt;
&lt;br /&gt;
== From Escalation ==&lt;br /&gt;
* '''Whitelist system has been removed. Teams are balanced automatically.''' No more trying to herd the cats that are SS13 players. You just pick your squad and your role now.&lt;br /&gt;
* '''All real world nations have been removed. It is not the 1980s, this is not the real world.''' If you're annoyed by that, don't play. &lt;br /&gt;
* '''The game mode actually works correctly now.''' It can be lost and won and end like a normal round of SS13, no more waiting for the admins/referees to declare a winner, and then the game crashing.&lt;br /&gt;
* '''Reduced lag (as long as there are below 65 players).''' Escalation ran like shit. It still runs like shit. This one doesn't run like shit.&lt;br /&gt;
* '''New projectile and aiming system.''' You now need to hold down right mouse button to aim properly, and projectiles no longer float lazily across the screen towards their target.&lt;br /&gt;
&lt;br /&gt;
= Setting and Lore =&lt;br /&gt;
The setting is IScal is not the same as IS12 Warfare/Reborn, and does not take place in the same universe. Instead it takes place in its own universe, and tells the story of a bloody civil war between two warring political factions in the fictional nation of Tavoria.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
The country of Tavoria is facing brutal hardships. An economic collapse has left a most of the population without work, and slow government response has left the people angry. With tensions on the rise, and the looming influence of the Rhinelands and Rus regions surrounding the country, the country has been left split between a separatist faction known as The People's Radical Party (Narodna Radikalna Stranka), and The Democratic Labor Party (Demokratska Laburisticka Stranka). The Radicals are backed by the communist led and Rus funded PMC group, the &amp;quot;Krasnyj Pakt&amp;quot; (Red Pact), while the Democratic Party has sought aid from the Royal Army of Tavoria, and the Rhineland backed and funded &amp;quot;Blauen Krallen&amp;quot; (Blue Talons) PMC group. The war is only just beginning... these are dark times for Tavoria...&lt;br /&gt;
&lt;br /&gt;
== Playable Factions ==&lt;br /&gt;
Below are the playable factions in IScal.&lt;br /&gt;
* '''Demokratska Laburisticka Stranka Tavorije''' or &amp;quot;The Democratic Labor Party of Tavoria&amp;quot; are the primary force fighting for keeping the union of Tavoria together. Formed in response to the creation of Narodna Radikalna Stranka, they are just as ragtag as their enemy, relying mostly on surplus weapons from what's left of the countries official military and military support from the Blauen Krallen. Made up of mostly inexperienced but passionate young men, and led by bitter old vets, The Democratic Labor Party of Tavoria fight fiercely to as they see it, save their nation from destruction.&lt;br /&gt;
* '''Die Blauen Krallen''' or &amp;quot;The Blue Talons&amp;quot;, are a PMC that hails from, and is financially backed by the Germantic speaking nation of Rhineland. Rhineland has a lot of interest in keeping Tavoria a &amp;quot;democratic&amp;quot; nation, and are the Blauen Krallen are the Rhineland's way of sending military support without &amp;quot;directly&amp;quot; involving themselves.&lt;br /&gt;
* '''Narodna Radikalna Stranka Tavorije''' or &amp;quot;The People's Radical Party of Tavoria&amp;quot;, are radical separtists who are, to put it lightly, deeply unhappy with the current state of a affairs in Tavoria. They wish to make Tavoria a communist nation once again, as it was on the old days, and if not, then they wish to make their own nation, and not be bound to Tavoria any longer. They are just as rag tag as their opposing army, and require a lot of aid from the Krasnyj Pakt. Just like forces of the Democratic party, they are young, inexperienced, and fiercely passionate about doing what, in their eyes, is best for their nation.&lt;br /&gt;
* '''Krasnyj Pakt''' or &amp;quot;The Red Pact&amp;quot;, are a PMC force that hails from, and is backed by Rus. Rus shares the People's Radical Party's ideals of making Tavoria a &amp;quot;red&amp;quot; nation once more, and while the country isn't in a political position to send troops in directly, they are more than welcome to financially support and equip the Krasnyj Pakt to do it for them.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=IScal&amp;diff=536</id>
		<title>IScal</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=IScal&amp;diff=536"/>
		<updated>2021-06-19T17:07:04Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* From Escalation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''IScal''' (name pending) is a highly modified fork of the July 2020 Escalation release. Originally &amp;quot;Toaster Escalation&amp;quot;, run by Toaster, MJP and [[User:Matt | Toaster's dad]], it is now its own project, entirely separate from and unrelated to Escalation. IScal is a &amp;quot;tactical&amp;quot; &amp;quot;shooter&amp;quot;, where several military factions with unique looks, different guns, and different languages do small scale battle, to either eliminate each other, or attack or defend specific objectives. While it has a lot of extra features, improvements, and changes, at its core it is still very much an &amp;quot;SS13&amp;quot; experience, and its controls and general gameplay feel reflect that. Do not go in expecting the &amp;quot;most refined 2D shooting experience&amp;quot;, SS13 jank cannot be escaped, it is just part of the experience.&lt;br /&gt;
&lt;br /&gt;
= Gameplay Differences =&lt;br /&gt;
Probably the most important thing for any newcomer from either IS12, or from Escalation (what three of you left that haven't already played this and somehow aren't banned) is what's changed in the gameplay. So to make things convienent here are the differences&lt;br /&gt;
[[File:Iscal example.png|thumb|A lone Krasnyj Pakt soldier traversing the snowy woods.]]&lt;br /&gt;
== General Differences ==&lt;br /&gt;
* '''There are weapon attachments you can get in the character creation screen.''' You can only pick two though, and putting them on your gun will slow you down when the gun is in your hands. Keep in mind not all roles have access to attachments either.&lt;br /&gt;
* '''There is a cover system.''' Pressing ''spacebar'' will allow you to take cover and stand up. If you are behind an object such as sandbags, brustwehrs, or trees, bullets will fly over you instead of hitting you, as long as the person shooting you is not right up on top of you. &lt;br /&gt;
* '''Your name is randomly generated.''' Due to how the different languages and factions work, you can no longer pick your own name. One will be generated for you.&lt;br /&gt;
* '''Custom lighting system!''' Lights are now a filter effect, and thus move 100% smoothly instead of having to update with the MC. This has its pros and cons, but overall it reduces lag by 99%.&lt;br /&gt;
&lt;br /&gt;
== From IS12 ==&lt;br /&gt;
* '''You only get one life.''' You cannot respawn once you die. Try to be careful.&lt;br /&gt;
* '''More intricate squad system.''' You do not just pick your class anymore, instead you pick which squad you want to be apart of, as well as your class.&lt;br /&gt;
* '''Multiple factions on the same side.''' No more just red vs blue, there's actual factions now with different guns, and depending on the map and mode, people who do not speak the same language can be fighting together on the same side.&lt;br /&gt;
* '''You no longer need to manually wield guns.''' Guns now wield automatically when you pick them up, as long as your other hand is empty.&lt;br /&gt;
* '''Reloading is now done by clicking on your held gun with your other hand.''' Like how you do it in all other SS13 servers that aren't IS12.&lt;br /&gt;
* '''There is no combat mode.''' Instead to shoot accurately hold down right mouse button.&lt;br /&gt;
* '''Much heavier focus on automatic guns.''' If you played Coldfare, you should be used to this. If not, prepare to hold down LMB and shoot your offbrand AKs at whatever moves in the bushes.&lt;br /&gt;
&lt;br /&gt;
== From Escalation ==&lt;br /&gt;
* '''Whitelist system has been removed. Teams are balanced automatically.''' No more trying to herd the cats that are SS13 players. You just pick your squad and your role now.&lt;br /&gt;
* '''All real world nations have been removed. It is not the 1980s, this is not the real world.''' If you're annoyed by that, don't play. &lt;br /&gt;
* '''The game mode actually works correctly now.''' It can be lost and won and end like a normal round of SS13, no more waiting for the admins/referees to declare a winner, and then the game crashing.&lt;br /&gt;
* '''Reduced lag (as long as there are below 65 players).''' Escalation ran like shit. It still runs like shit. This one doesn't run like shit.&lt;br /&gt;
* '''New projectile and aiming system.''' You now need to hold down right mouse button to aim properly, and projectiles no longer float lazily across the screen towards their target.&lt;br /&gt;
&lt;br /&gt;
= Setting and Lore =&lt;br /&gt;
The setting is IScal is not the same as IS12 Warfare/Reborn, and does not take place in the same universe. Instead it takes place in its own universe, and tells the story of a bloody civil war between two warring political factions in the fictional nation of Tavoria.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
The country of Tavoria is facing brutal hardships. An economic collapse has left a most of the population without work, and slow government response has left the people angry. With tensions on the rise, and the looming influence of the Rhinelands and Rus regions surrounding the country, the country has been left split between a separatist faction known as The People's Radical Party (Narodna Radikalna Stranka), and The Democratic Labor Party (Demokratska Laburisticka Stranka). The Radicals are backed by the communist led and Rus funded PMC group, the &amp;quot;Krasnyj Pakt&amp;quot; (Red Pact), while the Democratic Party has sought aid from the Royal Army of Tavoria, and the Rhineland backed and funded &amp;quot;Blauen Krallen&amp;quot; (Blue Talons) PMC group. The war is only just beginning... these are dark times for Tavoria...&lt;br /&gt;
&lt;br /&gt;
== Playable Factions ==&lt;br /&gt;
Below are the playable factions in IScal.&lt;br /&gt;
* '''Demokratska Laburisticka Stranka Tavorije''' or &amp;quot;The Democratic Labor Party of Tavoria&amp;quot; are the primary force fighting for keeping the union of Tavoria together. Formed in response to the creation of Narodna Radikalna Stranka, they are just as ragtag as their enemy, relying mostly on surplus weapons from what's left of the countries official military and military support from the Blauen Krallen. Made up of mostly inexperienced but passionate young men, and led by bitter old vets, The Democratic Labor Party of Tavoria fight fiercely to as they see it, save their nation from destruction.&lt;br /&gt;
* '''Die Blauen Krallen''' or &amp;quot;The Blue Talons&amp;quot;, are a PMC that hails from, and is financially backed by the Germantic speaking nation of Rhineland. Rhineland has a lot of interest in keeping Tavoria a &amp;quot;democratic&amp;quot; nation, and are the Blauen Krallen are the Rhineland's way of sending military support without &amp;quot;directly&amp;quot; involving themselves.&lt;br /&gt;
* '''Narodna Radikalna Stranka Tavorije''' or &amp;quot;The People's Radical Party of Tavoria&amp;quot;, are radical separtists who are, to put it lightly, deeply unhappy with the current state of a affairs in Tavoria. They wish to make Tavoria a communist nation once again, as it was on the old days, and if not, then they wish to make their own nation, and not be bound to Tavoria any longer. They are just as rag tag as their opposing army, and require a lot of aid from the Krasnyj Pakt. Just like forces of the Democratic party, they are young, inexperienced, and fiercely passionate about doing what, in their eyes, is best for their nation.&lt;br /&gt;
* '''Krasnyj Pakt''' or &amp;quot;The Red Pact&amp;quot;, are a PMC force that hails from, and is backed by Rus. Rus shares the People's Radical Party's ideals of making Tavoria a &amp;quot;red&amp;quot; nation once more, and while the country isn't in a political position to send troops in directly, they are more than welcome to financially support and equip the Krasnyj Pakt to do it for them.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=IScal&amp;diff=535</id>
		<title>IScal</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=IScal&amp;diff=535"/>
		<updated>2021-06-19T05:38:19Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''IScal''' (name pending) is a highly modified fork of the July 2020 Escalation release. Originally &amp;quot;Toaster Escalation&amp;quot;, run by Toaster, MJP and [[User:Matt | Toaster's dad]], it is now its own project, entirely separate from and unrelated to Escalation. IScal is a &amp;quot;tactical&amp;quot; &amp;quot;shooter&amp;quot;, where several military factions with unique looks, different guns, and different languages do small scale battle, to either eliminate each other, or attack or defend specific objectives. While it has a lot of extra features, improvements, and changes, at its core it is still very much an &amp;quot;SS13&amp;quot; experience, and its controls and general gameplay feel reflect that. Do not go in expecting the &amp;quot;most refined 2D shooting experience&amp;quot;, SS13 jank cannot be escaped, it is just part of the experience.&lt;br /&gt;
&lt;br /&gt;
= Gameplay Differences =&lt;br /&gt;
Probably the most important thing for any newcomer from either IS12, or from Escalation (what three of you left that haven't already played this and somehow aren't banned) is what's changed in the gameplay. So to make things convienent here are the differences&lt;br /&gt;
[[File:Iscal example.png|thumb|A lone Krasnyj Pakt soldier traversing the snowy woods.]]&lt;br /&gt;
== General Differences ==&lt;br /&gt;
* '''There are weapon attachments you can get in the character creation screen.''' You can only pick two though, and putting them on your gun will slow you down when the gun is in your hands. Keep in mind not all roles have access to attachments either.&lt;br /&gt;
* '''There is a cover system.''' Pressing ''spacebar'' will allow you to take cover and stand up. If you are behind an object such as sandbags, brustwehrs, or trees, bullets will fly over you instead of hitting you, as long as the person shooting you is not right up on top of you. &lt;br /&gt;
* '''Your name is randomly generated.''' Due to how the different languages and factions work, you can no longer pick your own name. One will be generated for you.&lt;br /&gt;
* '''Custom lighting system!''' Lights are now a filter effect, and thus move 100% smoothly instead of having to update with the MC. This has its pros and cons, but overall it reduces lag by 99%.&lt;br /&gt;
&lt;br /&gt;
== From IS12 ==&lt;br /&gt;
* '''You only get one life.''' You cannot respawn once you die. Try to be careful.&lt;br /&gt;
* '''More intricate squad system.''' You do not just pick your class anymore, instead you pick which squad you want to be apart of, as well as your class.&lt;br /&gt;
* '''Multiple factions on the same side.''' No more just red vs blue, there's actual factions now with different guns, and depending on the map and mode, people who do not speak the same language can be fighting together on the same side.&lt;br /&gt;
* '''You no longer need to manually wield guns.''' Guns now wield automatically when you pick them up, as long as your other hand is empty.&lt;br /&gt;
* '''Reloading is now done by clicking on your held gun with your other hand.''' Like how you do it in all other SS13 servers that aren't IS12.&lt;br /&gt;
* '''There is no combat mode.''' Instead to shoot accurately hold down right mouse button.&lt;br /&gt;
* '''Much heavier focus on automatic guns.''' If you played Coldfare, you should be used to this. If not, prepare to hold down LMB and shoot your offbrand AKs at whatever moves in the bushes.&lt;br /&gt;
&lt;br /&gt;
== From Escalation ==&lt;br /&gt;
* '''Whitelist system has been removed. Teams are balanced automatically.''' No more trying to herd the cats that are SS13 players. You just pick your squad and your role now.&lt;br /&gt;
* '''All real world nations have been removed. It is not the 1980s, this is not the real world.''' If you're annoyed by that, don't play. &lt;br /&gt;
* '''The game mode actually works correctly now.''' It can be lost and won and end like a normal round of SS13, no more waiting for the admins/referees to declare a winner, and then the game crashing.&lt;br /&gt;
* '''Reduced lag (as long as there are below 65 players).''' Escalation ran like shit. It still runs like shit. This one doesn't run like shit.&lt;br /&gt;
&lt;br /&gt;
= Setting and Lore =&lt;br /&gt;
The setting is IScal is not the same as IS12 Warfare/Reborn, and does not take place in the same universe. Instead it takes place in its own universe, and tells the story of a bloody civil war between two warring political factions in the fictional nation of Tavoria.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
The country of Tavoria is facing brutal hardships. An economic collapse has left a most of the population without work, and slow government response has left the people angry. With tensions on the rise, and the looming influence of the Rhinelands and Rus regions surrounding the country, the country has been left split between a separatist faction known as The People's Radical Party (Narodna Radikalna Stranka), and The Democratic Labor Party (Demokratska Laburisticka Stranka). The Radicals are backed by the communist led and Rus funded PMC group, the &amp;quot;Krasnyj Pakt&amp;quot; (Red Pact), while the Democratic Party has sought aid from the Royal Army of Tavoria, and the Rhineland backed and funded &amp;quot;Blauen Krallen&amp;quot; (Blue Talons) PMC group. The war is only just beginning... these are dark times for Tavoria...&lt;br /&gt;
&lt;br /&gt;
== Playable Factions ==&lt;br /&gt;
Below are the playable factions in IScal.&lt;br /&gt;
* '''Demokratska Laburisticka Stranka Tavorije''' or &amp;quot;The Democratic Labor Party of Tavoria&amp;quot; are the primary force fighting for keeping the union of Tavoria together. Formed in response to the creation of Narodna Radikalna Stranka, they are just as ragtag as their enemy, relying mostly on surplus weapons from what's left of the countries official military and military support from the Blauen Krallen. Made up of mostly inexperienced but passionate young men, and led by bitter old vets, The Democratic Labor Party of Tavoria fight fiercely to as they see it, save their nation from destruction.&lt;br /&gt;
* '''Die Blauen Krallen''' or &amp;quot;The Blue Talons&amp;quot;, are a PMC that hails from, and is financially backed by the Germantic speaking nation of Rhineland. Rhineland has a lot of interest in keeping Tavoria a &amp;quot;democratic&amp;quot; nation, and are the Blauen Krallen are the Rhineland's way of sending military support without &amp;quot;directly&amp;quot; involving themselves.&lt;br /&gt;
* '''Narodna Radikalna Stranka Tavorije''' or &amp;quot;The People's Radical Party of Tavoria&amp;quot;, are radical separtists who are, to put it lightly, deeply unhappy with the current state of a affairs in Tavoria. They wish to make Tavoria a communist nation once again, as it was on the old days, and if not, then they wish to make their own nation, and not be bound to Tavoria any longer. They are just as rag tag as their opposing army, and require a lot of aid from the Krasnyj Pakt. Just like forces of the Democratic party, they are young, inexperienced, and fiercely passionate about doing what, in their eyes, is best for their nation.&lt;br /&gt;
* '''Krasnyj Pakt''' or &amp;quot;The Red Pact&amp;quot;, are a PMC force that hails from, and is backed by Rus. Rus shares the People's Radical Party's ideals of making Tavoria a &amp;quot;red&amp;quot; nation once more, and while the country isn't in a political position to send troops in directly, they are more than welcome to financially support and equip the Krasnyj Pakt to do it for them.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=IScal&amp;diff=534</id>
		<title>IScal</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=IScal&amp;diff=534"/>
		<updated>2021-06-19T05:38:01Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Setting and Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''IScal''' (name pending) is a highly modified fork of the July 2020 Escalation release. Originally &amp;quot;Toaster Escalation&amp;quot;, run by Toaster, MJP and [[User:Matt | Toaster's dad]], it is now its own project, entirely separate from and unrelated to Escalation. IScal is a &amp;quot;tactical&amp;quot; &amp;quot;shooter&amp;quot;, where several military factions with unique looks, different guns, and different languages do small scale battle, to either eliminate each other, or attack or defend specific objectives. While it has a lot of extra features, improvements, and changes, at its core it is still very much an &amp;quot;SS13&amp;quot; experience, and it's controls and general gameplay feel reflect that. Do not go in expecting the &amp;quot;most refined 2D shooting experience&amp;quot;, SS13 jank cannot be escaped, it is just part of the experience.&lt;br /&gt;
&lt;br /&gt;
= Gameplay Differences =&lt;br /&gt;
Probably the most important thing for any newcomer from either IS12, or from Escalation (what three of you left that haven't already played this and somehow aren't banned) is what's changed in the gameplay. So to make things convienent here are the differences&lt;br /&gt;
[[File:Iscal example.png|thumb|A lone Krasnyj Pakt soldier traversing the snowy woods.]]&lt;br /&gt;
== General Differences ==&lt;br /&gt;
* '''There are weapon attachments you can get in the character creation screen.''' You can only pick two though, and putting them on your gun will slow you down when the gun is in your hands. Keep in mind not all roles have access to attachments either.&lt;br /&gt;
* '''There is a cover system.''' Pressing ''spacebar'' will allow you to take cover and stand up. If you are behind an object such as sandbags, brustwehrs, or trees, bullets will fly over you instead of hitting you, as long as the person shooting you is not right up on top of you. &lt;br /&gt;
* '''Your name is randomly generated.''' Due to how the different languages and factions work, you can no longer pick your own name. One will be generated for you.&lt;br /&gt;
* '''Custom lighting system!''' Lights are now a filter effect, and thus move 100% smoothly instead of having to update with the MC. This has its pros and cons, but overall it reduces lag by 99%.&lt;br /&gt;
&lt;br /&gt;
== From IS12 ==&lt;br /&gt;
* '''You only get one life.''' You cannot respawn once you die. Try to be careful.&lt;br /&gt;
* '''More intricate squad system.''' You do not just pick your class anymore, instead you pick which squad you want to be apart of, as well as your class.&lt;br /&gt;
* '''Multiple factions on the same side.''' No more just red vs blue, there's actual factions now with different guns, and depending on the map and mode, people who do not speak the same language can be fighting together on the same side.&lt;br /&gt;
* '''You no longer need to manually wield guns.''' Guns now wield automatically when you pick them up, as long as your other hand is empty.&lt;br /&gt;
* '''Reloading is now done by clicking on your held gun with your other hand.''' Like how you do it in all other SS13 servers that aren't IS12.&lt;br /&gt;
* '''There is no combat mode.''' Instead to shoot accurately hold down right mouse button.&lt;br /&gt;
* '''Much heavier focus on automatic guns.''' If you played Coldfare, you should be used to this. If not, prepare to hold down LMB and shoot your offbrand AKs at whatever moves in the bushes.&lt;br /&gt;
&lt;br /&gt;
== From Escalation ==&lt;br /&gt;
* '''Whitelist system has been removed. Teams are balanced automatically.''' No more trying to herd the cats that are SS13 players. You just pick your squad and your role now.&lt;br /&gt;
* '''All real world nations have been removed. It is not the 1980s, this is not the real world.''' If you're annoyed by that, don't play. &lt;br /&gt;
* '''The game mode actually works correctly now.''' It can be lost and won and end like a normal round of SS13, no more waiting for the admins/referees to declare a winner, and then the game crashing.&lt;br /&gt;
* '''Reduced lag (as long as there are below 65 players).''' Escalation ran like shit. It still runs like shit. This one doesn't run like shit.&lt;br /&gt;
&lt;br /&gt;
= Setting and Lore =&lt;br /&gt;
The setting is IScal is not the same as IS12 Warfare/Reborn, and does not take place in the same universe. Instead it takes place in its own universe, and tells the story of a bloody civil war between two warring political factions in the fictional nation of Tavoria.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
The country of Tavoria is facing brutal hardships. An economic collapse has left a most of the population without work, and slow government response has left the people angry. With tensions on the rise, and the looming influence of the Rhinelands and Rus regions surrounding the country, the country has been left split between a separatist faction known as The People's Radical Party (Narodna Radikalna Stranka), and The Democratic Labor Party (Demokratska Laburisticka Stranka). The Radicals are backed by the communist led and Rus funded PMC group, the &amp;quot;Krasnyj Pakt&amp;quot; (Red Pact), while the Democratic Party has sought aid from the Royal Army of Tavoria, and the Rhineland backed and funded &amp;quot;Blauen Krallen&amp;quot; (Blue Talons) PMC group. The war is only just beginning... these are dark times for Tavoria...&lt;br /&gt;
&lt;br /&gt;
== Playable Factions ==&lt;br /&gt;
Below are the playable factions in IScal.&lt;br /&gt;
* '''Demokratska Laburisticka Stranka Tavorije''' or &amp;quot;The Democratic Labor Party of Tavoria&amp;quot; are the primary force fighting for keeping the union of Tavoria together. Formed in response to the creation of Narodna Radikalna Stranka, they are just as ragtag as their enemy, relying mostly on surplus weapons from what's left of the countries official military and military support from the Blauen Krallen. Made up of mostly inexperienced but passionate young men, and led by bitter old vets, The Democratic Labor Party of Tavoria fight fiercely to as they see it, save their nation from destruction.&lt;br /&gt;
* '''Die Blauen Krallen''' or &amp;quot;The Blue Talons&amp;quot;, are a PMC that hails from, and is financially backed by the Germantic speaking nation of Rhineland. Rhineland has a lot of interest in keeping Tavoria a &amp;quot;democratic&amp;quot; nation, and are the Blauen Krallen are the Rhineland's way of sending military support without &amp;quot;directly&amp;quot; involving themselves.&lt;br /&gt;
* '''Narodna Radikalna Stranka Tavorije''' or &amp;quot;The People's Radical Party of Tavoria&amp;quot;, are radical separtists who are, to put it lightly, deeply unhappy with the current state of a affairs in Tavoria. They wish to make Tavoria a communist nation once again, as it was on the old days, and if not, then they wish to make their own nation, and not be bound to Tavoria any longer. They are just as rag tag as their opposing army, and require a lot of aid from the Krasnyj Pakt. Just like forces of the Democratic party, they are young, inexperienced, and fiercely passionate about doing what, in their eyes, is best for their nation.&lt;br /&gt;
* '''Krasnyj Pakt''' or &amp;quot;The Red Pact&amp;quot;, are a PMC force that hails from, and is backed by Rus. Rus shares the People's Radical Party's ideals of making Tavoria a &amp;quot;red&amp;quot; nation once more, and while the country isn't in a political position to send troops in directly, they are more than welcome to financially support and equip the Krasnyj Pakt to do it for them.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=IScal&amp;diff=533</id>
		<title>IScal</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=IScal&amp;diff=533"/>
		<updated>2021-06-19T05:37:47Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''IScal''' (name pending) is a highly modified fork of the July 2020 Escalation release. Originally &amp;quot;Toaster Escalation&amp;quot;, run by Toaster, MJP and [[User:Matt | Toaster's dad]], it is now its own project, entirely separate from and unrelated to Escalation. IScal is a &amp;quot;tactical&amp;quot; &amp;quot;shooter&amp;quot;, where several military factions with unique looks, different guns, and different languages do small scale battle, to either eliminate each other, or attack or defend specific objectives. While it has a lot of extra features, improvements, and changes, at its core it is still very much an &amp;quot;SS13&amp;quot; experience, and it's controls and general gameplay feel reflect that. Do not go in expecting the &amp;quot;most refined 2D shooting experience&amp;quot;, SS13 jank cannot be escaped, it is just part of the experience.&lt;br /&gt;
&lt;br /&gt;
= Gameplay Differences =&lt;br /&gt;
Probably the most important thing for any newcomer from either IS12, or from Escalation (what three of you left that haven't already played this and somehow aren't banned) is what's changed in the gameplay. So to make things convienent here are the differences&lt;br /&gt;
[[File:Iscal example.png|thumb|A lone Krasnyj Pakt soldier traversing the snowy woods.]]&lt;br /&gt;
== General Differences ==&lt;br /&gt;
* '''There are weapon attachments you can get in the character creation screen.''' You can only pick two though, and putting them on your gun will slow you down when the gun is in your hands. Keep in mind not all roles have access to attachments either.&lt;br /&gt;
* '''There is a cover system.''' Pressing ''spacebar'' will allow you to take cover and stand up. If you are behind an object such as sandbags, brustwehrs, or trees, bullets will fly over you instead of hitting you, as long as the person shooting you is not right up on top of you. &lt;br /&gt;
* '''Your name is randomly generated.''' Due to how the different languages and factions work, you can no longer pick your own name. One will be generated for you.&lt;br /&gt;
* '''Custom lighting system!''' Lights are now a filter effect, and thus move 100% smoothly instead of having to update with the MC. This has its pros and cons, but overall it reduces lag by 99%.&lt;br /&gt;
&lt;br /&gt;
== From IS12 ==&lt;br /&gt;
* '''You only get one life.''' You cannot respawn once you die. Try to be careful.&lt;br /&gt;
* '''More intricate squad system.''' You do not just pick your class anymore, instead you pick which squad you want to be apart of, as well as your class.&lt;br /&gt;
* '''Multiple factions on the same side.''' No more just red vs blue, there's actual factions now with different guns, and depending on the map and mode, people who do not speak the same language can be fighting together on the same side.&lt;br /&gt;
* '''You no longer need to manually wield guns.''' Guns now wield automatically when you pick them up, as long as your other hand is empty.&lt;br /&gt;
* '''Reloading is now done by clicking on your held gun with your other hand.''' Like how you do it in all other SS13 servers that aren't IS12.&lt;br /&gt;
* '''There is no combat mode.''' Instead to shoot accurately hold down right mouse button.&lt;br /&gt;
* '''Much heavier focus on automatic guns.''' If you played Coldfare, you should be used to this. If not, prepare to hold down LMB and shoot your offbrand AKs at whatever moves in the bushes.&lt;br /&gt;
&lt;br /&gt;
== From Escalation ==&lt;br /&gt;
* '''Whitelist system has been removed. Teams are balanced automatically.''' No more trying to herd the cats that are SS13 players. You just pick your squad and your role now.&lt;br /&gt;
* '''All real world nations have been removed. It is not the 1980s, this is not the real world.''' If you're annoyed by that, don't play. &lt;br /&gt;
* '''The game mode actually works correctly now.''' It can be lost and won and end like a normal round of SS13, no more waiting for the admins/referees to declare a winner, and then the game crashing.&lt;br /&gt;
* '''Reduced lag (as long as there are below 65 players).''' Escalation ran like shit. It still runs like shit. This one doesn't run like shit.&lt;br /&gt;
&lt;br /&gt;
= Setting and Lore =&lt;br /&gt;
The setting is IScal is not the same as IS12 Warfare/Reborn, and does not take place in the same universe. Instead it takes place in it's own universe, and tells the story of a bloody civil war between two warring political factions in the fictional nation of Tavoria.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
The country of Tavoria is facing brutal hardships. An economic collapse has left a most of the population without work, and slow government response has left the people angry. With tensions on the rise, and the looming influence of the Rhinelands and Rus regions surrounding the country, the country has been left split between a separatist faction known as The People's Radical Party (Narodna Radikalna Stranka), and The Democratic Labor Party (Demokratska Laburisticka Stranka). The Radicals are backed by the communist led and Rus funded PMC group, the &amp;quot;Krasnyj Pakt&amp;quot; (Red Pact), while the Democratic Party has sought aid from the Royal Army of Tavoria, and the Rhineland backed and funded &amp;quot;Blauen Krallen&amp;quot; (Blue Talons) PMC group. The war is only just beginning... these are dark times for Tavoria...&lt;br /&gt;
&lt;br /&gt;
== Playable Factions ==&lt;br /&gt;
Below are the playable factions in IScal.&lt;br /&gt;
* '''Demokratska Laburisticka Stranka Tavorije''' or &amp;quot;The Democratic Labor Party of Tavoria&amp;quot; are the primary force fighting for keeping the union of Tavoria together. Formed in response to the creation of Narodna Radikalna Stranka, they are just as ragtag as their enemy, relying mostly on surplus weapons from what's left of the countries official military and military support from the Blauen Krallen. Made up of mostly inexperienced but passionate young men, and led by bitter old vets, The Democratic Labor Party of Tavoria fight fiercely to as they see it, save their nation from destruction.&lt;br /&gt;
* '''Die Blauen Krallen''' or &amp;quot;The Blue Talons&amp;quot;, are a PMC that hails from, and is financially backed by the Germantic speaking nation of Rhineland. Rhineland has a lot of interest in keeping Tavoria a &amp;quot;democratic&amp;quot; nation, and are the Blauen Krallen are the Rhineland's way of sending military support without &amp;quot;directly&amp;quot; involving themselves.&lt;br /&gt;
* '''Narodna Radikalna Stranka Tavorije''' or &amp;quot;The People's Radical Party of Tavoria&amp;quot;, are radical separtists who are, to put it lightly, deeply unhappy with the current state of a affairs in Tavoria. They wish to make Tavoria a communist nation once again, as it was on the old days, and if not, then they wish to make their own nation, and not be bound to Tavoria any longer. They are just as rag tag as their opposing army, and require a lot of aid from the Krasnyj Pakt. Just like forces of the Democratic party, they are young, inexperienced, and fiercely passionate about doing what, in their eyes, is best for their nation.&lt;br /&gt;
* '''Krasnyj Pakt''' or &amp;quot;The Red Pact&amp;quot;, are a PMC force that hails from, and is backed by Rus. Rus shares the People's Radical Party's ideals of making Tavoria a &amp;quot;red&amp;quot; nation once more, and while the country isn't in a political position to send troops in directly, they are more than welcome to financially support and equip the Krasnyj Pakt to do it for them.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=IScal&amp;diff=532</id>
		<title>IScal</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=IScal&amp;diff=532"/>
		<updated>2021-06-19T05:29:32Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* From IS12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''IScal''' (name pending) is a highly modified fork of the July 2020 Escalation release. Originally &amp;quot;Toaster Escalation&amp;quot;, run by Toaster, MJP and [[User:Matt | Toaster's dad]], it is now it's own project, entirely separate from and unrelated to Escalation. IScal is a &amp;quot;tactical&amp;quot; &amp;quot;shooter&amp;quot;, where several military factions with unique looks, different guns, and different languages do small scale battle, to either eliminate each other, or attack or defend specific objectives. While it has a lot of extra features, improvements, and changes, at its core it is still very much an &amp;quot;SS13&amp;quot; experience, and it's controls and general gameplay feel reflect that. Do not go in expecting the &amp;quot;most refined 2D shooting experience&amp;quot;, SS13 jank cannot be escaped, it is just part of the experience.&lt;br /&gt;
&lt;br /&gt;
= Gameplay Differences =&lt;br /&gt;
Probably the most important thing for any newcomer from either IS12, or from Escalation (what three of you left that haven't already played this and somehow aren't banned) is what's changed in the gameplay. So to make things convienent here are the differences&lt;br /&gt;
[[File:Iscal example.png|thumb|A lone Krasnyj Pakt soldier traversing the snowy woods.]]&lt;br /&gt;
== General Differences ==&lt;br /&gt;
* '''There are weapon attachments you can get in the character creation screen.''' You can only pick two though, and putting them on your gun will slow you down when the gun is in your hands. Keep in mind not all roles have access to attachments either.&lt;br /&gt;
* '''There is a cover system.''' Pressing ''spacebar'' will allow you to take cover and stand up. If you are behind an object such as sandbags, brustwehrs, or trees, bullets will fly over you instead of hitting you, as long as the person shooting you is not right up on top of you. &lt;br /&gt;
* '''Your name is randomly generated.''' Due to how the different languages and factions work, you can no longer pick your own name. One will be generated for you.&lt;br /&gt;
* '''Custom lighting system!''' Lights are now a filter effect, and thus move 100% smoothly instead of having to update with the MC. This has its pros and cons, but overall it reduces lag by 99%.&lt;br /&gt;
&lt;br /&gt;
== From IS12 ==&lt;br /&gt;
* '''You only get one life.''' You cannot respawn once you die. Try to be careful.&lt;br /&gt;
* '''More intricate squad system.''' You do not just pick your class anymore, instead you pick which squad you want to be apart of, as well as your class.&lt;br /&gt;
* '''Multiple factions on the same side.''' No more just red vs blue, there's actual factions now with different guns, and depending on the map and mode, people who do not speak the same language can be fighting together on the same side.&lt;br /&gt;
* '''You no longer need to manually wield guns.''' Guns now wield automatically when you pick them up, as long as your other hand is empty.&lt;br /&gt;
* '''Reloading is now done by clicking on your held gun with your other hand.''' Like how you do it in all other SS13 servers that aren't IS12.&lt;br /&gt;
* '''There is no combat mode.''' Instead to shoot accurately hold down right mouse button.&lt;br /&gt;
* '''Much heavier focus on automatic guns.''' If you played Coldfare, you should be used to this. If not, prepare to hold down LMB and shoot your offbrand AKs at whatever moves in the bushes.&lt;br /&gt;
&lt;br /&gt;
== From Escalation ==&lt;br /&gt;
* '''Whitelist system has been removed. Teams are balanced automatically.''' No more trying to herd the cats that are SS13 players. You just pick your squad and your role now.&lt;br /&gt;
* '''All real world nations have been removed. It is not the 1980s, this is not the real world.''' If you're annoyed by that, don't play. &lt;br /&gt;
* '''The game mode actually works correctly now.''' It can be lost and won and end like a normal round of SS13, no more waiting for the admins/referees to declare a winner, and then the game crashing.&lt;br /&gt;
* '''Reduced lag (as long as there are below 65 players).''' Escalation ran like shit. It still runs like shit. This one doesn't run like shit.&lt;br /&gt;
&lt;br /&gt;
= Setting and Lore =&lt;br /&gt;
The setting is IScal is not the same as IS12 Warfare/Reborn, and does not take place in the same universe. Instead it takes place in it's own universe, and tells the story of a bloody civil war between two warring political factions in the fictional nation of Tavoria.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
The country of Tavoria is facing brutal hardships. An economic collapse has left a most of the population without work, and slow government response has left the people angry. With tensions on the rise, and the looming influence of the Rhinelands and Rus regions surrounding the country, the country has been left split between a separatist faction known as The People's Radical Party (Narodna Radikalna Stranka), and The Democratic Labor Party (Demokratska Laburisticka Stranka). The Radicals are backed by the communist led and Rus funded PMC group, the &amp;quot;Krasnyj Pakt&amp;quot; (Red Pact), while the Democratic Party has sought aid from the Royal Army of Tavoria, and the Rhineland backed and funded &amp;quot;Blauen Krallen&amp;quot; (Blue Talons) PMC group. The war is only just beginning... these are dark times for Tavoria...&lt;br /&gt;
&lt;br /&gt;
== Playable Factions ==&lt;br /&gt;
Below are the playable factions in IScal.&lt;br /&gt;
* '''Demokratska Laburisticka Stranka Tavorije''' or &amp;quot;The Democratic Labor Party of Tavoria&amp;quot; are the primary force fighting for keeping the union of Tavoria together. Formed in response to the creation of Narodna Radikalna Stranka, they are just as ragtag as their enemy, relying mostly on surplus weapons from what's left of the countries official military and military support from the Blauen Krallen. Made up of mostly inexperienced but passionate young men, and led by bitter old vets, The Democratic Labor Party of Tavoria fight fiercely to as they see it, save their nation from destruction.&lt;br /&gt;
* '''Die Blauen Krallen''' or &amp;quot;The Blue Talons&amp;quot;, are a PMC that hails from, and is financially backed by the Germantic speaking nation of Rhineland. Rhineland has a lot of interest in keeping Tavoria a &amp;quot;democratic&amp;quot; nation, and are the Blauen Krallen are the Rhineland's way of sending military support without &amp;quot;directly&amp;quot; involving themselves.&lt;br /&gt;
* '''Narodna Radikalna Stranka Tavorije''' or &amp;quot;The People's Radical Party of Tavoria&amp;quot;, are radical separtists who are, to put it lightly, deeply unhappy with the current state of a affairs in Tavoria. They wish to make Tavoria a communist nation once again, as it was on the old days, and if not, then they wish to make their own nation, and not be bound to Tavoria any longer. They are just as rag tag as their opposing army, and require a lot of aid from the Krasnyj Pakt. Just like forces of the Democratic party, they are young, inexperienced, and fiercely passionate about doing what, in their eyes, is best for their nation.&lt;br /&gt;
* '''Krasnyj Pakt''' or &amp;quot;The Red Pact&amp;quot;, are a PMC force that hails from, and is backed by Rus. Rus shares the People's Radical Party's ideals of making Tavoria a &amp;quot;red&amp;quot; nation once more, and while the country isn't in a political position to send troops in directly, they are more than welcome to financially support and equip the Krasnyj Pakt to do it for them.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=IScal&amp;diff=531</id>
		<title>IScal</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=IScal&amp;diff=531"/>
		<updated>2021-06-19T05:28:37Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''IScal''' (name pending) is a highly modified fork of the July 2020 Escalation release. Originally &amp;quot;Toaster Escalation&amp;quot;, run by Toaster, MJP and [[User:Matt | Toaster's dad]], it is now it's own project, entirely separate from and unrelated to Escalation. IScal is a &amp;quot;tactical&amp;quot; &amp;quot;shooter&amp;quot;, where several military factions with unique looks, different guns, and different languages do small scale battle, to either eliminate each other, or attack or defend specific objectives. While it has a lot of extra features, improvements, and changes, at its core it is still very much an &amp;quot;SS13&amp;quot; experience, and it's controls and general gameplay feel reflect that. Do not go in expecting the &amp;quot;most refined 2D shooting experience&amp;quot;, SS13 jank cannot be escaped, it is just part of the experience.&lt;br /&gt;
&lt;br /&gt;
= Gameplay Differences =&lt;br /&gt;
Probably the most important thing for any newcomer from either IS12, or from Escalation (what three of you left that haven't already played this and somehow aren't banned) is what's changed in the gameplay. So to make things convienent here are the differences&lt;br /&gt;
[[File:Iscal example.png|thumb|A lone Krasnyj Pakt soldier traversing the snowy woods.]]&lt;br /&gt;
== General Differences ==&lt;br /&gt;
* '''There are weapon attachments you can get in the character creation screen.''' You can only pick two though, and putting them on your gun will slow you down when the gun is in your hands. Keep in mind not all roles have access to attachments either.&lt;br /&gt;
* '''There is a cover system.''' Pressing ''spacebar'' will allow you to take cover and stand up. If you are behind an object such as sandbags, brustwehrs, or trees, bullets will fly over you instead of hitting you, as long as the person shooting you is not right up on top of you. &lt;br /&gt;
* '''Your name is randomly generated.''' Due to how the different languages and factions work, you can no longer pick your own name. One will be generated for you.&lt;br /&gt;
* '''Custom lighting system!''' Lights are now a filter effect, and thus move 100% smoothly instead of having to update with the MC. This has its pros and cons, but overall it reduces lag by 99%.&lt;br /&gt;
&lt;br /&gt;
== From IS12 ==&lt;br /&gt;
* '''You only get one life.''' You cannot respawn once you die. Try to be careful.&lt;br /&gt;
* '''More intricate squad system.''' You do not just pick your class anymore, instead you pick which squad you want to be apart of, as well as your class.&lt;br /&gt;
* '''Multiple factions on the same side.''' No more just red vs blue, there's actual factions now with different guns, and depending on the map and mode, people who do not speak the same language can be fighting together on the same side.&lt;br /&gt;
* '''You no longer need to manually wield guns.''' Guns now wield automatically when you pick them up, as long as your other hand is empty.&lt;br /&gt;
* '''There is no combat mode.''' Instead to shoot accurately hold down right mouse button.&lt;br /&gt;
* '''Much heavier focus on automatic guns.''' If you played Coldfare, you should be used to this. If not, prepare to hold down LMB and shoot your offbrand AKs at whatever moves in the bushes.&lt;br /&gt;
&lt;br /&gt;
== From Escalation ==&lt;br /&gt;
* '''Whitelist system has been removed. Teams are balanced automatically.''' No more trying to herd the cats that are SS13 players. You just pick your squad and your role now.&lt;br /&gt;
* '''All real world nations have been removed. It is not the 1980s, this is not the real world.''' If you're annoyed by that, don't play. &lt;br /&gt;
* '''The game mode actually works correctly now.''' It can be lost and won and end like a normal round of SS13, no more waiting for the admins/referees to declare a winner, and then the game crashing.&lt;br /&gt;
* '''Reduced lag (as long as there are below 65 players).''' Escalation ran like shit. It still runs like shit. This one doesn't run like shit.&lt;br /&gt;
&lt;br /&gt;
= Setting and Lore =&lt;br /&gt;
The setting is IScal is not the same as IS12 Warfare/Reborn, and does not take place in the same universe. Instead it takes place in it's own universe, and tells the story of a bloody civil war between two warring political factions in the fictional nation of Tavoria.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
The country of Tavoria is facing brutal hardships. An economic collapse has left a most of the population without work, and slow government response has left the people angry. With tensions on the rise, and the looming influence of the Rhinelands and Rus regions surrounding the country, the country has been left split between a separatist faction known as The People's Radical Party (Narodna Radikalna Stranka), and The Democratic Labor Party (Demokratska Laburisticka Stranka). The Radicals are backed by the communist led and Rus funded PMC group, the &amp;quot;Krasnyj Pakt&amp;quot; (Red Pact), while the Democratic Party has sought aid from the Royal Army of Tavoria, and the Rhineland backed and funded &amp;quot;Blauen Krallen&amp;quot; (Blue Talons) PMC group. The war is only just beginning... these are dark times for Tavoria...&lt;br /&gt;
&lt;br /&gt;
== Playable Factions ==&lt;br /&gt;
Below are the playable factions in IScal.&lt;br /&gt;
* '''Demokratska Laburisticka Stranka Tavorije''' or &amp;quot;The Democratic Labor Party of Tavoria&amp;quot; are the primary force fighting for keeping the union of Tavoria together. Formed in response to the creation of Narodna Radikalna Stranka, they are just as ragtag as their enemy, relying mostly on surplus weapons from what's left of the countries official military and military support from the Blauen Krallen. Made up of mostly inexperienced but passionate young men, and led by bitter old vets, The Democratic Labor Party of Tavoria fight fiercely to as they see it, save their nation from destruction.&lt;br /&gt;
* '''Die Blauen Krallen''' or &amp;quot;The Blue Talons&amp;quot;, are a PMC that hails from, and is financially backed by the Germantic speaking nation of Rhineland. Rhineland has a lot of interest in keeping Tavoria a &amp;quot;democratic&amp;quot; nation, and are the Blauen Krallen are the Rhineland's way of sending military support without &amp;quot;directly&amp;quot; involving themselves.&lt;br /&gt;
* '''Narodna Radikalna Stranka Tavorije''' or &amp;quot;The People's Radical Party of Tavoria&amp;quot;, are radical separtists who are, to put it lightly, deeply unhappy with the current state of a affairs in Tavoria. They wish to make Tavoria a communist nation once again, as it was on the old days, and if not, then they wish to make their own nation, and not be bound to Tavoria any longer. They are just as rag tag as their opposing army, and require a lot of aid from the Krasnyj Pakt. Just like forces of the Democratic party, they are young, inexperienced, and fiercely passionate about doing what, in their eyes, is best for their nation.&lt;br /&gt;
* '''Krasnyj Pakt''' or &amp;quot;The Red Pact&amp;quot;, are a PMC force that hails from, and is backed by Rus. Rus shares the People's Radical Party's ideals of making Tavoria a &amp;quot;red&amp;quot; nation once more, and while the country isn't in a political position to send troops in directly, they are more than welcome to financially support and equip the Krasnyj Pakt to do it for them.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=IScal&amp;diff=530</id>
		<title>IScal</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=IScal&amp;diff=530"/>
		<updated>2021-06-19T05:24:21Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''IScal''' (name pending) is a highly modified fork of the July 2020 Escalation release. Originally &amp;quot;Toaster Escalation&amp;quot;, run by Toaster, MJP and [[User:Matt | Toaster's dad]], it is now it's own project, entirely separate from and unrelated to Escalation. IScal is a &amp;quot;tactical&amp;quot; &amp;quot;shooter&amp;quot;, where several military factions with unique looks, different guns, and different languages do small scale battle, to either eliminate each other, or attack or defend specific objectives. While it has a lot of extra features, improvements, and changes, at its core, it is still very much an &amp;quot;SS13&amp;quot; experience, and it's controls and general gameplay feel reflect that. Do not go in expecting the &amp;quot;most refined 2D shooting experience&amp;quot;, SS13 jank cannot be escaped, it is just part of the experience.&lt;br /&gt;
&lt;br /&gt;
= Gameplay Differences =&lt;br /&gt;
Probably the most important thing for any newcomer from either IS12, or from Escalation (what three of you left that haven't already played this and somehow aren't banned) is what's changed in the gameplay. So to make things convienent here are the differences&lt;br /&gt;
[[File:Iscal example.png|thumb|A lone Krasnyj Pakt soldier traversing the snowy woods.]]&lt;br /&gt;
== General Differences ==&lt;br /&gt;
* '''There are weapon attachments you can get in the character creation screen.''' You can only pick two though, and putting them on your gun will slow you down when the gun is in your hands. Keep in mind not all roles have access to attachments either.&lt;br /&gt;
* '''There is a cover system.''' Pressing ''spacebar'' will allow you to take cover and stand up. If you are behind an object such as sandbags, brustwehrs, or trees, bullets will fly over you instead of hitting you, as long as the person shooting you is not right up on top of you. &lt;br /&gt;
* '''Your name is randomly generated.''' Due to how the different languages and factions work, you can no longer pick your own name. One will be generated for you.&lt;br /&gt;
* '''Custom lighting system!''' Lights are now a filter effect, and thus move 100% smoothly instead of having to update with the MC. This has its pros and cons, but overall it reduces lag by 99%.&lt;br /&gt;
&lt;br /&gt;
== From IS12 ==&lt;br /&gt;
* '''You only get one life.''' You cannot respawn once you die. Try to be careful.&lt;br /&gt;
* '''More intricate squad system.''' You do not just pick your class anymore, instead you pick which squad you want to be apart of, as well as your class.&lt;br /&gt;
* '''Multiple factions on the same side.''' No more just red vs blue, there's actual factions now with different guns, and depending on the map and mode, people who do not speak the same language can be fighting together on the same side.&lt;br /&gt;
* '''You no longer need to manually wield guns.''' Guns now wield automatically when you pick them up, as long as your other hand is empty.&lt;br /&gt;
* '''There is no combat mode.''' Instead to shoot accurately hold down right mouse button.&lt;br /&gt;
* '''Much heavier focus on automatic guns.''' If you played Coldfare, you should be used to this. If not, prepare to hold down LMB and shoot your offbrand AKs at whatever moves in the bushes.&lt;br /&gt;
&lt;br /&gt;
== From Escalation ==&lt;br /&gt;
* '''Whitelist system has been removed. Teams are balanced automatically.''' No more trying to herd the cats that are SS13 players. You just pick your squad and your role now.&lt;br /&gt;
* '''All real world nations have been removed. It is not the 1980s, this is not the real world.''' If you're annoyed by that, don't play. &lt;br /&gt;
* '''The game mode actually works correctly now.''' It can be lost and won and end like a normal round of SS13, no more waiting for the admins/referees to declare a winner, and then the game crashing.&lt;br /&gt;
* '''Reduced lag (as long as there are below 65 players).''' Escalation ran like shit. It still runs like shit. This one doesn't run like shit.&lt;br /&gt;
&lt;br /&gt;
= Setting and Lore =&lt;br /&gt;
The setting is IScal is not the same as IS12 Warfare/Reborn, and does not take place in the same universe. Instead it takes place in it's own universe, and tells the story of a bloody civil war between two warring political factions in the fictional nation of Tavoria.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
The country of Tavoria is facing brutal hardships. An economic collapse has left a most of the population without work, and slow government response has left the people angry. With tensions on the rise, and the looming influence of the Rhinelands and Rus regions surrounding the country, the country has been left split between a separatist faction known as The People's Radical Party (Narodna Radikalna Stranka), and The Democratic Labor Party (Demokratska Laburisticka Stranka). The Radicals are backed by the communist led and Rus funded PMC group, the &amp;quot;Krasnyj Pakt&amp;quot; (Red Pact), while the Democratic Party has sought aid from the Royal Army of Tavoria, and the Rhineland backed and funded &amp;quot;Blauen Krallen&amp;quot; (Blue Talons) PMC group. The war is only just beginning... these are dark times for Tavoria...&lt;br /&gt;
&lt;br /&gt;
== Playable Factions ==&lt;br /&gt;
Below are the playable factions in IScal.&lt;br /&gt;
* '''Demokratska Laburisticka Stranka Tavorije''' or &amp;quot;The Democratic Labor Party of Tavoria&amp;quot; are the primary force fighting for keeping the union of Tavoria together. Formed in response to the creation of Narodna Radikalna Stranka, they are just as ragtag as their enemy, relying mostly on surplus weapons from what's left of the countries official military and military support from the Blauen Krallen. Made up of mostly inexperienced but passionate young men, and led by bitter old vets, The Democratic Labor Party of Tavoria fight fiercely to as they see it, save their nation from destruction.&lt;br /&gt;
* '''Die Blauen Krallen''' or &amp;quot;The Blue Talons&amp;quot;, are a PMC that hails from, and is financially backed by the Germantic speaking nation of Rhineland. Rhineland has a lot of interest in keeping Tavoria a &amp;quot;democratic&amp;quot; nation, and are the Blauen Krallen are the Rhineland's way of sending military support without &amp;quot;directly&amp;quot; involving themselves.&lt;br /&gt;
* '''Narodna Radikalna Stranka Tavorije''' or &amp;quot;The People's Radical Party of Tavoria&amp;quot;, are radical separtists who are, to put it lightly, deeply unhappy with the current state of a affairs in Tavoria. They wish to make Tavoria a communist nation once again, as it was on the old days, and if not, then they wish to make their own nation, and not be bound to Tavoria any longer. They are just as rag tag as their opposing army, and require a lot of aid from the Krasnyj Pakt. Just like forces of the Democratic party, they are young, inexperienced, and fiercely passionate about doing what, in their eyes, is best for their nation.&lt;br /&gt;
* '''Krasnyj Pakt''' or &amp;quot;The Red Pact&amp;quot;, are a PMC force that hails from, and is backed by Rus. Rus shares the People's Radical Party's ideals of making Tavoria a &amp;quot;red&amp;quot; nation once more, and while the country isn't in a political position to send troops in directly, they are more than welcome to financially support and equip the Krasnyj Pakt to do it for them.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=IScal&amp;diff=529</id>
		<title>IScal</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=IScal&amp;diff=529"/>
		<updated>2021-06-19T05:20:08Z</updated>

		<summary type="html">&lt;p&gt;Matt: Created page with &amp;quot;'''IScal''' (name pending) is a highly modified fork of the July 2020 Escalation release. Originally &amp;quot;Toaster Escalation&amp;quot;, run by Toaster, MJP and [[User:Matt | Toaster's dad]...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''IScal''' (name pending) is a highly modified fork of the July 2020 Escalation release. Originally &amp;quot;Toaster Escalation&amp;quot;, run by Toaster, MJP and [[User:Matt | Toaster's dad]], it is now it's own project, entirely separate from and unrelated to Escalation. IScal is a &amp;quot;tactical&amp;quot; &amp;quot;shooter&amp;quot;, where serveral military factions with unique looks, different guns, and different languages do small scale battle, to either eliminate each other, or attack or defend specific objectives. While it has al ot of extra features, improvements, and changes, at its core, it is still very much an &amp;quot;SS13&amp;quot; experience, and it's controls and general gameplay feel reflect that. Do not go in expecting the &amp;quot;most refined 2D shooting experience&amp;quot;, SS13 jank cannot be escaped, it is just part of the experience.&lt;br /&gt;
&lt;br /&gt;
= Gameplay Differences =&lt;br /&gt;
Probably the most important thing for any newcomer from either IS12, or from Escalation (what three of you left that haven't already played this and somehow aren't banned) is what's changed in the gameplay. So to make things convienent here are the differences&lt;br /&gt;
[[File:Iscal example.png|thumb|A lone Krasnyj Pakt soldier traversing the snowy woods.]]&lt;br /&gt;
== General Differences ==&lt;br /&gt;
* '''There are weapon attachments you can get in the character creation screen.''' You can only pick two though, and putting them on your gun will slow you down when the gun is in your hands. Keep in mind not all roles have access to attachments either.&lt;br /&gt;
* '''There is a cover system.''' Pressing ''spacebar'' will allow you to take cover and stand up. If you are behind an object such as sandbags, brustwehrs, or trees, bullets will fly over you instead of hitting you, as long as the person shooting you is not right up on top of you. &lt;br /&gt;
* '''Your name is randomly generated.''' Due to how the different languages and factions work, you can no longer pick your own name. One will be generated for you.&lt;br /&gt;
* '''Custom lighting system!''' Lights are now a filter effect, and thus move 100% smoothly instead of having to update with the MC. This has its pros and cons, but overall it reduces lag by 99%.&lt;br /&gt;
&lt;br /&gt;
== From IS12 ==&lt;br /&gt;
* '''You only get one life.''' You cannot respawn once you die. Try to be careful.&lt;br /&gt;
* '''More intricate squad system.''' You do not just pick your class anymore, instead you pick which squad you want to be apart of, as well as your class.&lt;br /&gt;
* '''Multiple factions on the same side.''' No more just red vs blue, there's actual factions now with different guns, and depending on the map and mode, people who do not speak the same language can be fighting together on the same side.&lt;br /&gt;
* '''You no longer need to manually wield guns.''' Guns now wield automatically when you pick them up, as long as your other hand is empty.&lt;br /&gt;
* '''There is no combat mode.''' Instead to shoot accurately hold down right mouse button.&lt;br /&gt;
* '''Much heavier focus on automatic guns.''' If you played Coldfare, you should be used to this. If not, prepare to hold down LMB and shoot your offbrand AKs at whatever moves in the bushes.&lt;br /&gt;
&lt;br /&gt;
== From Escalation ==&lt;br /&gt;
* '''Whitelist system has been removed. Teams are balanced automatically.''' No more trying to herd the cats that are SS13 players. You just pick your squad and your role now.&lt;br /&gt;
* '''All real world nations have been removed. It is not the 1980s, this is not the real world.''' If you're annoyed by that, don't play. &lt;br /&gt;
* '''The game mode actually works correctly now.''' It can be lost and won and end like a normal round of SS13, no more waiting for the admins/referees to declare a winner, and then the game crashing.&lt;br /&gt;
* '''Reduced lag (as long as there are below 65 players).''' Escalation ran like shit. It still runs like shit. This one doesn't run like shit.&lt;br /&gt;
&lt;br /&gt;
= Setting and Lore =&lt;br /&gt;
The setting is IScal is not the same as IS12 Warfare/Reborn, and does not take place in the same universe. Instead it takes place in it's own universe, and tells the story of a bloody civil war between two warring political factions in the fictional nation of Tavoria.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
The country of Tavoria is facing brutal hardships. An economic collapse has left a most of the population without work, and slow government response has left the people angry. With tensions on the rise, and the looming influence of the Rhinelands and Rus regions surrounding the country, the country has been left split between a separatist faction known as The People's Radical Party (Narodna Radikalna Stranka), and The Democratic Labor Party (Demokratska Laburisticka Stranka). The Radicals are backed by the communist led and Rus funded PMC group, the &amp;quot;Krasnyj Pakt&amp;quot; (Red Pact), while the Democratic Party has sought aid from the Royal Army of Tavoria, and the Rhineland backed and funded &amp;quot;Blauen Krallen&amp;quot; (Blue Talons) PMC group. The war is only just beginning... these are dark times for Tavoria...&lt;br /&gt;
&lt;br /&gt;
== Playable Factions ==&lt;br /&gt;
Below are the playable factions in IScal.&lt;br /&gt;
* '''Demokratska Laburisticka Stranka Tavorije''' or &amp;quot;The Democratic Labor Party of Tavoria&amp;quot; are the primary force fighting for keeping the union of Tavoria together. Formed in response to the creation of Narodna Radikalna Stranka, they are just as ragtag as their enemy, relying mostly on surplus weapons from what's left of the countries official military and military support from the Blauen Krallen. Made up of mostly inexperienced but passionate young men, and led by bitter old vets, The Democratic Labor Party of Tavoria fight fiercely to as they see it, save their nation from destruction.&lt;br /&gt;
* '''Die Blauen Krallen''' or &amp;quot;The Blue Talons&amp;quot;, are a PMC that hails from, and is financially backed by the Germantic speaking nation of Rhineland. Rhineland has a lot of interest in keeping Tavoria a &amp;quot;democratic&amp;quot; nation, and are the Blauen Krallen are the Rhineland's way of sending military support without &amp;quot;directly&amp;quot; involving themselves.&lt;br /&gt;
* '''Narodna Radikalna Stranka Tavorije''' or &amp;quot;The People's Radical Party of Tavoria&amp;quot;, are radical separtists who are, to put it lightly, deeply unhappy with the current state of a affairs in Tavoria. They wish to make Tavoria a communist nation once again, as it was on the old days, and if not, then they wish to make their own nation, and not be bound to Tavoria any longer. They are just as rag tag as their opposing army, and require a lot of aid from the Krasnyj Pakt. Just like forces of the Democratic party, they are young, inexperienced, and fiercely passionate about doing what, in their eyes, is best for their nation.&lt;br /&gt;
* '''Krasnyj Pakt''' or &amp;quot;The Red Pact&amp;quot;, are a PMC force that hails from, and is backed by Rus. Rus shares the People's Radical Party's ideals of making Tavoria a &amp;quot;red&amp;quot; nation once more, and while the country isn't in a political position to send troops in directly, they are more than welcome to financially support and equip the Krasnyj Pakt to do it for them.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=File:Iscal_example.png&amp;diff=528</id>
		<title>File:Iscal example.png</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=File:Iscal_example.png&amp;diff=528"/>
		<updated>2021-06-19T04:36:28Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Roles&amp;diff=525</id>
		<title>Roles</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Roles&amp;diff=525"/>
		<updated>2021-02-21T03:02:49Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* The Men of Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Men of Battle==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 80%; ax-width: 120em; border-spacing: 2em; clear: both&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:0; color: #ffffff; background: #bbb;  border: 2px solid #634B4F; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 10%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Role'''&lt;br /&gt;
| style=&amp;quot;width: 5%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Slots'''&lt;br /&gt;
| style=&amp;quot;width: 50%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Description'''&lt;br /&gt;
| style=&amp;quot;width: 40%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | [[File:Command.png]] '''Command''' - The men in charge of this shitshow. Blame them when the whole thing fails.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cpt.png]]&amp;lt;h3&amp;gt;[[Captain]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The Captain is the man who is ''supposedly'' in command of his team's side of the battle. A high ranking nobleman who through money or through power, managed to land the rather safe position as commander as far away from the frontlines as you can be in this time of total war.&lt;br /&gt;
| The captain is the only man with the [[Cargo|artillery password]]. Check your notes in the IC tab to see what it is, and remember to TRY NOT TO LEAVE YOUR FUCKING TRENCHES UNLESS YOU HAVE TO! IF YOU DIE YOUR MEN WILL BE '''VERY''' UPSET!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SL.png]]&amp;lt;h3&amp;gt;[[Squad Leader]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| The man supposedly in charge of his squad. In reality his men will ignore him and he will probably die alone on the battlefield.&lt;br /&gt;
| You have an ''Oorah'' command that boosts morale, use it when times are tough to give your men a boost in their spirits!&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; |  [[File:Redhelm.png]] '''The Grunts''' - The men out on the front, losing their lives in combat by the second.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Soldier.png]]&amp;lt;h3&amp;gt;[[Soldier]]&amp;lt;/H3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Your average grunt. He spawns with the default rifle that is given to every man, with the job to die, but hopefully take out as many of the enemy as he can in the process. He is the backbone of army, with his only real skill being with the gun that he shoots.&lt;br /&gt;
| As a soldier you don't need to worry about much else other than following orders, and shooting bad guys. This is an easy role for beginners.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Engineer.png]]&amp;lt;h3&amp;gt;[[Engineer]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Probably the most useful man on the battlefield, he comes equipped with an SMG or Shotgun, shovel, and a trusty pair of wirecutters. He can dig trenches, disarm mines, and die when his shotgun jams in the middle of a firefight.&lt;br /&gt;
| '''DO NOT TRY TO DISARM A LANDMINE IF YOUR [[Mood|MOOD]] IS LOW! YOU WILL BLOW YOURSELF UP!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sniper.png]]&amp;lt;h3&amp;gt;[[Sniper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| The marksman who paid attention to sharp shooting when he was in military training. Comes equipped with the powerful PTSD Sniper Rifle and the skill to use it.&lt;br /&gt;
| Your rifle is useful for more than just shooting, it can work very well as a pair of binoculars to provide overwatch on far away enemy locations. Do not throw your rifle out when it runs out of ammo.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lmg.png]]&amp;lt;h3&amp;gt;[[Sentry]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The biggest, toughest, meanest son of a bitch in the unit. He comes equipped with heavy armor, a trenchaxe, an LMG, and the strength to wield all of it effectively. He's very good at holding positions, and can be very difficult to dislodge without plenty of grenades.&lt;br /&gt;
| While your armor is tough, you are not invincible, do not run head on into enemy fire and expect to live. Instead use your tougher armor as crutch for when your position gets overrun.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flamer.png]]&amp;lt;h3&amp;gt;[[Flame Trooper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| The pyromaniac of the unit, he comes equipped with a flame thrower (obviously) and fireproof armor. He is useful for clearing out trenches and not much else. It is not recommended normal soldiers try to use his flamer, they will catch themselves on fire.&lt;br /&gt;
| '''THIS UNIT MUST BE BOUGHT FROM CARGO!'''&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:Medic.png]] '''Support''' - Those who are made to assist, not to fight.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medic.png]]&amp;lt;h3&amp;gt;[[Medic]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Master of frontline medicine, the medic comes equipped with a semi automatic rifle and a big toolbelt full of medical supplies. While he's not expected to save everyone, he is expected to at least try, and is vital for keeping the backline of injured soldiers fixed up and ready to be sent to the front again.&lt;br /&gt;
| Remember to prioritize your patients and work on keeping them stable. If there is a dying man and an injured man, treat the dying man first, then the injured man. Make sure to pick a safe place to do your healing, as both you and your patient are vulnerable in this instance. It is easy to become overwhelmed as the number of injured pile up, try to stay focused, and do not let the screams of the barely wounded drown out the silence of those who are half dead.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Practitioner.png]]&amp;lt;h3&amp;gt;[[Practitioner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| The dedicated surgeon of the unit. They may have a scary mask, but they are they are probably your best chance for a full recovery, since they are stationed far away from the frontlines in your team's home base trenches. &lt;br /&gt;
| Practitioners cannot leave the trenches. Sometimes it can be boring to be practitioner if your side is winning, but don't worry, there will always be [[Scavenger|Scavs]] about to mess with.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Scav.png]]&amp;lt;h3&amp;gt;[[Scavenger]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Merely a child, conscripted into the war during desperate times. They start out with binoculars, landmine immunity, and the ability to strip corpses much faster than the adults around you. Use your superior sightlines to scout ahead for danger and strip bodies for supplies for your brothers in arms. &lt;br /&gt;
| While you can use guns, you cannot use grenades, and your aim with guns is beyond horrible. Stay away from enemies at all costs if you wish to survive.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
*[[Trenches]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Roles&amp;diff=524</id>
		<title>Roles</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Roles&amp;diff=524"/>
		<updated>2021-02-21T03:00:59Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* The Men of Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Men of Battle==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 80%; ax-width: 120em; border-spacing: 2em; clear: both&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:0; color: #ffffff; background: #bbb;  border: 2px solid #634B4F; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 10%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Role'''&lt;br /&gt;
| style=&amp;quot;width: 5%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Slots'''&lt;br /&gt;
| style=&amp;quot;width: 50%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Description'''&lt;br /&gt;
| style=&amp;quot;width: 40%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | [[File:Command.png]] '''Command''' - The men in charge of this shitshow. Blame them when the whole thing fails.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cpt.png]]&amp;lt;h3&amp;gt;[[Captain]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The Captain is the man who is ''supposedly'' in command of his team's side of the battle. A high ranking nobleman who through money or through power, managed to land the rather safe position as commander as far away from the frontlines as you can be in this time of total war.&lt;br /&gt;
| The captain is the only man with the [[Cargo|artillery password]]. Check your notes in the IC tab to see what it is, and remember to TRY NOT TO LEAVE YOUR FUCKING TRENCHES UNLESS YOU HAVE TO! IF YOU DIE YOUR MEN WILL BE '''VERY''' UPSET!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SL.png]]&amp;lt;h3&amp;gt;[[Squad Leader]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| The man supposedly in charge of his squad. In reality his men will ignore him and he will probably die alone on the battlefield.&lt;br /&gt;
| You have an ''Oorah'' command that boosts morale, use it when times are tough to give your men a boost in their spirits!&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; |  [[File:Redhelm.png]] '''The Grunts''' - The men out on the front, losing their lives in combat by the second.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Soldier.png]]&amp;lt;h3&amp;gt;[[Soldier]]&amp;lt;/H3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Your average grunt. He spawns with the default rifle that is given to every man, with the job to die, but hopefully take out as many of the enemy as he can in the process. He is the backbone of army, with his only real skill being with the gun that he shoots.&lt;br /&gt;
| As a soldier you don't need to worry about much else other than following orders, and shooting bad guys. This is an easy role for beginners.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Engineer.png]]&amp;lt;h3&amp;gt;[[Engineer]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Probably the most useful man on the battlefield, he comes equipped with an SMG or Shotgun, shovel, and a trusty pair of wirecutters. He can dig trenches, disarm mines, and die when his shotgun jams in the middle of a firefight.&lt;br /&gt;
| '''DO NOT TRY TO DISARM A LANDMINE IF YOUR [[Mood|MOOD]] IS LOW! YOU WILL BLOW YOURSELF UP!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sniper.png]]&amp;lt;h3&amp;gt;[[Sniper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| The marksman who paid attention to sharp shooting when he was in military training. Comes equipped with the powerful PTSD Sniper Rifle and the skill to use it.&lt;br /&gt;
| Your rifle is useful for more than just shooting, it can work very well as a pair of binoculars to provide overwatch on far away enemy locations. Do not throw your rifle out when it runs out of ammo.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lmg.png]]&amp;lt;h3&amp;gt;[[Sentry]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The biggest, toughest, meanest son of a bitch in the unit. He comes equipped with heavy armor, a trenchaxe, an LMG, and the strength to wield all of it effectively. He's very good at holding positions, and can be very difficult to dislodge without plenty of grenades.&lt;br /&gt;
| While your armor is tough, you are not invincible, do not run head on into enemy fire and expect to live. Instead use your tougher armor as crutch for when your position gets overrun.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flamer.png]]&amp;lt;h3&amp;gt;[[Flame Trooper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| The pyromaniac of the unit, he comes equipped with a flame thrower (obviously) and fireproof armor. He is useful for clearing out trenches and not much else. It is not recommended normal soldiers try to use his flamer, they will catch themselves on fire.&lt;br /&gt;
| '''THIS UNIT MUST BE BOUGHT FROM CARGO!'''&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:Medic.png]] '''Support''' - Those who are made to assist, not to fight.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medic.png]]&amp;lt;h3&amp;gt;[[Medic]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Master of frontline medicine, the medic comes equipped with a semi automatic rifle and a big toolbelt full of medical supplies. While he's not expected to save everyone, he is expected to at least try, and is vital for keeping the backline of injured soldiers fixed up and ready to be sent to the front again.&lt;br /&gt;
| Remember to prioritize your patients and work on keeping them stable. If there is a dying man and an injured man, treat the dying man first, then the injured man. Make sure to pick a safe place to do your healing, as both you and your patient are vulnerable in this instance. It is easy to become overwhelmed as the number of injured pile up, try to stay focused, and do not let the screams of the barely wounded drown out the silence of those who are half dead.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Practitioner.png]]&amp;lt;h3&amp;gt;[[Practitioner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| The dedicated surgeon of the unit. They may have a scary mask, but they are they are probably your best chance for a full recovery, since they are stationed far away from the frontlines in your team's home base trenches. &lt;br /&gt;
| Practitioners cannot leave the trenches. Sometimes it can be boring to be practitioner if your side is winning, but don't worry, there will always be [[Scavenger|Scavs]] about to mess with.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Scav.png]]&amp;lt;h3&amp;gt;[[Scavenger]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Merely a child, conscripted into the war during desperate times. They start out with binoculars and the ability to strip corpses much faster than the adults around you. Use your superior sightlines to scout ahead for danger and strip bodies for supplies for your brothers in arms. &lt;br /&gt;
| While you can use guns, you cannot use grenades, and your aim with guns is beyond horrible. Stay away from enemies at all costs if you wish to survive.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
*[[Trenches]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Weapons&amp;diff=523</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Weapons&amp;diff=523"/>
		<updated>2021-02-21T03:00:07Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Oldfare Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are quite a few guns in Warfare, with different ones spread out between oldfare, and coldfare. Hopefully this chart should give you a better idea of what something is before you pick it up. &lt;br /&gt;
&lt;br /&gt;
Different classes start with different proficiencies in each type of weapon, making it so that your standard soldier isn't as good with an LMG as the sentry is, etc. Right click on your health indicator to see your skills. &lt;br /&gt;
&lt;br /&gt;
==Oldfare Equipment==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 80%; height: 15em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background: #bbb; color: #700; &amp;quot; | '''Equipment'''&lt;br /&gt;
! style=&amp;quot;width: 20%; background: #bbb; color: #700; &amp;quot; | '''Type'''&lt;br /&gt;
! style=&amp;quot;width: 60%; background: #bbb; color: #700; &amp;quot; class=&amp;quot;unsortable&amp;quot; | '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Lmg.png]]&amp;lt;h3&amp;gt;LMG Harbinger&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | LMG&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Exclusive to Sentries, 50 rounds, high damage, used for suppressing targets or killing exposed ones, anyone whos not a sentry will have great difficulty wielding and aiming it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Flamer.png]]&amp;lt;h3&amp;gt;Scorcher&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Flamethrower&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Exclusive to [[Flame_Trooper|flame troopers]]. It's a flamethrower. It throws flame. Can be incredibly deadly in a direct attack, especially if there is no water around for the enemy to jump into. Will catch the user on fire though due to the flame's spread, so it's wise to not use this unless you are wearing flame protective gear.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Sniper.png]]&amp;lt;h3&amp;gt;PTSD 41&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Bolt-action rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | An aptly titled single-shot sniper rifle, equipped with a scope for spying on the enemy and spotting your targets. Shots can penetrate one object, such as a dirt mound, metal barricade, wall or even soldier, allowing you to score 2 kills with one bullet if you see two people lined up outside of cover. Anyone who isn't a [[sniper]] will have difficulty aiming it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Soldier.png]]&amp;lt;h3&amp;gt;MK. 1 Stormrider&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Bolt-action rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | The Stormrider is your standard grunt's rifle, complete with a magic 5+1 capacity and less moving parts than fingers on a soldier's hand. Getting a hit on your enemy's chest is likely to take them out of the fight, if it doesn't immediately kill them. Almost anyone is good with this.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Snapper.png]]&amp;lt;h3&amp;gt;Mk. 1 Snapper&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Lever-action rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Functionally identical to the Stormrider and occasionally spawns in place of it. Perfect for playing games of Cowboys vs. Capitalists.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Warmonger.png]]&amp;lt;h3&amp;gt;Mk.1 Warmonger&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Semi-automatic rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A 20 round magazine fed rifle, prone to jamming if not maintained well, it is typically issued to [[Medic|medics]]. Despite it lacking the damage of the infantry rifles, it manages to lend itself well to trench rushers, acting as a harder hitting but smaller capacity Soulburn. &amp;lt;!-- add in who this spawns with --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Frontier.png]]&amp;lt;h3&amp;gt;WTX Frontier Special &amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Pump-action shotgun&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A tube fed pump-action trenchgun with a classic 5+1 capacity. Buckshot is extremely annoying and time consuming for medics to deal with due to the many pellets and many will simply not bother, which makes it an effective tool to keep soldiers out of your trenches and out of the way of their medics. [[Engineer|Engineers]] are likely to spawn with this and are more skilled with it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Doom.png]]&amp;lt;h3&amp;gt;MS Doom&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Break-action shotgun&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A good ol' fashioned double barreled, for when you want to spill some blood. Other than looking cool and having no skill requirement to use effectively, there isn't much reason to order this from [[Cargo]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Engineer.png]]&amp;lt;h3&amp;gt;Mk. 1 Soulburn&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | SMG&lt;br /&gt;
| style=&amp;quot;&amp;quot; | An SMG typically issued to [[engineer|engineers]]. Although it may seem to be a weapon exclusively for self defense due to its low damage and high jam rate (when poorly maintained), the Soulburn can be quite effective as an offensive weapon. Its high capacity and high rate of fire, coupled with its high jam rate, make it a risky but effective choice for trench raids.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Cpt.png]]&amp;lt;h3&amp;gt;Captain's Special&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Double-action revolver&lt;br /&gt;
| style=&amp;quot;&amp;quot; | The weapon of 'choice' for the [[Captain]] and [[Practitioner|practitioners]]. Holds six rounds and does its job as an emergency defense weapon for non-combat roles. &amp;lt;!-- check if still spawns with pracs --&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Reckoning.png]]&amp;lt;h3&amp;gt;Mk.1 Reckoning&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Semi-auto pistol&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A semi automatic pistol, typically issued to [[Sniper|snipers]] as a backup in case an enemy gets too close. Usually doesn't come with enough ammo to make it an effective offensive weapon, but can save your life in a pinch if you're lucky.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #bbb; color: red;&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot; | &amp;lt;p style=&amp;quot;color:#700; font-weight:bold&amp;quot;&amp;gt;Ordinance &amp;amp; Melee&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Mortar.png]]&amp;lt;h3&amp;gt;HE Trench Ender&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Mortar&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Use it in your hand to set it up, then click on it with your shell to load the shell. Look off into the distance, and click on where you want to launch your mortar. It's probably not going to land exactly where you click, so keep that in mind.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Fgrenade.png]]&amp;lt;h3&amp;gt;Frag Grenade&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Grenade&lt;br /&gt;
| style=&amp;quot;&amp;quot; | It's a grenade. Pull the pin and throw before it blows up in your hand. Alternatively, pull the pin and find an enemy to hug. [[scavenger|Scavs]], as with most weapons, cannot use these.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Sgrenade.png]]&amp;lt;h3&amp;gt;Smoke grenade&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Grenade&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A grenade containing smoke instead of dangerous explosives. Good for covering advances and cutting off the sight of entrenched gunners.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Club.png]]&amp;lt;h3&amp;gt;Trench Club&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Melee Weapon&lt;br /&gt;
| style=&amp;quot;&amp;quot; | &amp;quot;''If there were two guys in mid and one of them killed the other with a trench club would that be fucked up or what?''&amp;quot; Found in your base. &amp;lt;!-- thanks for the quote smashy scotsman --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Knife.png]]&amp;lt;h3&amp;gt;Knife&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Melee Weapon&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Found in your boot. Can be used to open cans, rats, barbed wire and the enemy's legs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Roles]]&lt;br /&gt;
* [[Cooking Guide]]&lt;br /&gt;
* [[Trenches]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Weapons&amp;diff=522</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Weapons&amp;diff=522"/>
		<updated>2021-02-21T02:58:33Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Oldfare Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are quite a few guns in Warfare, with different ones spread out between oldfare, and coldfare. Hopefully this chart should give you a better idea of what something is before you pick it up. &lt;br /&gt;
&lt;br /&gt;
Different classes start with different proficiencies in each type of weapon, making it so that your standard soldier isn't as good with an LMG as the sentry is, etc. Right click on your health indicator to see your skills. &lt;br /&gt;
&lt;br /&gt;
==Oldfare Equipment==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 80%; height: 15em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background: #bbb; color: #700; &amp;quot; | '''Equipment'''&lt;br /&gt;
! style=&amp;quot;width: 20%; background: #bbb; color: #700; &amp;quot; | '''Type'''&lt;br /&gt;
! style=&amp;quot;width: 60%; background: #bbb; color: #700; &amp;quot; class=&amp;quot;unsortable&amp;quot; | '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Lmg.png]]&amp;lt;h3&amp;gt;LMG Harbinger&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | LMG&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Exclusive to Sentries, 50 rounds, high damage, used for suppressing targets or killing exposed ones, anyone whos not a sentry will have great difficulty wielding and aiming it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Flamer.png]]&amp;lt;h3&amp;gt;Scorcher&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Flamethrower&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Exclusive to [[Flame_Trooper|flame troopers]]. It's a flamethrower. It throws flame. Can be incredibly deadly in a direct attack, especially if there is no water around for the enemy to jump into. Will catch the user on fire though due to the flame's spread, so it's wise to not use this unless you are wearing flame protective gear.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Sniper.png]]&amp;lt;h3&amp;gt;PTSD 41&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Bolt-action rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | An aptly titled single-shot sniper rifle, equipped with a scope for spying on the enemy and spotting your targets. Shots can penetrate one object, such as a dirt mound, metal barricade, wall or even soldier, allowing you to score 2 kills with one bullet if you see two people lined up outside of cover. Anyone who isn't a [[sniper]] will have difficulty aiming it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Soldier.png]]&amp;lt;h3&amp;gt;MK. 1 Stormrider&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Bolt-action rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | The Stormrider is your standard grunt's rifle, complete with a magic 5+1 capacity and less moving parts than fingers on a soldier's hand. Getting a hit on your enemy's chest is likely to take them out of the fight, if it doesn't immediately kill them. Almost anyone is good with this.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Snapper.png]]&amp;lt;h3&amp;gt;Mk. 1 Snapper&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Lever-action rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Functionally identical to the Stormrider and occasionally spawns in place of it. Perfect for playing games of Cowboys vs. Capitalists.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Warmonger.png]]&amp;lt;h3&amp;gt;Mk.1 Warmonger&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Semi-automatic rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A 20 round magazine fed rifle, prone to jamming if not maintained well, it is typically issued to [[Medic|medics]]. Despite it lacking the damage of the infantry rifles, it manages to lend itself well to trench rushers, acting as a harder hitting but smaller capacity Soulburn. &amp;lt;!-- add in who this spawns with --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Frontier.png]]&amp;lt;h3&amp;gt;WTX Frontier Special &amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Pump-action shotgun&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A tube fed pump-action trenchgun with a classic 5+1 capacity. Buckshot is extremely annoying and time consuming for medics to deal with due to the many pellets and many will simply not bother, which makes it an effective tool to keep soldiers out of your trenches and out of the way of their medics. [[Engineer|Engineers]] are likely to spawn with this and are more skilled with it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Doom.png]]&amp;lt;h3&amp;gt;MS Doom&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Break-action shotgun&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A good ol' fashioned double barrelled, for when you want to spill some Blood. Other than looking cool and having no skill requirement to use effectively, there isn't much reason to order this from [[Cargo]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Engineer.png]]&amp;lt;h3&amp;gt;Mk. 1 Soulburn&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | SMG&lt;br /&gt;
| style=&amp;quot;&amp;quot; | An SMG typically issued to [[engineer|engineers]]. Although it may seem to be a weapon exclusively for self defense due to its low damage and high jam rate (when poorly maintained), the Soulburn can be quite effective as an offensive weapon. Its high capacity and high rate of fire, coupled with its high jam rate, make it a risky but effective choice for trench raids.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Cpt.png]]&amp;lt;h3&amp;gt;Captain's Special&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Double-action revolver&lt;br /&gt;
| style=&amp;quot;&amp;quot; | The weapon of 'choice' for the [[Captain]] and [[Practitioner|practitioners]]. Holds six rounds and does its job as an emergency defense weapon for non-combat roles. &amp;lt;!-- check if still spawns with pracs --&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Reckoning.png]]&amp;lt;h3&amp;gt;Mk.1 Reckoning&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Semi-auto pistol&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A semi automatic pistol, typically issued to [[Sniper|snipers]] as a backup in case an enemy gets too close. Typically doesn't come with enough ammo to make it an effective offensive weapon, but can save your life in a pinch if you're lucky.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #bbb; color: red;&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot; | &amp;lt;p style=&amp;quot;color:#700; font-weight:bold&amp;quot;&amp;gt;Ordinance &amp;amp; Melee&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Mortar.png]]&amp;lt;h3&amp;gt;HE Trench Ender&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Mortar&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Use it in your hand to set it up, then click on it with your shell to load the shell. Look off into the distance, and click on where you want to launch your mortar. It's probably not going to land exactly where you click, so keep that in mind.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Fgrenade.png]]&amp;lt;h3&amp;gt;Frag Grenade&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Grenade&lt;br /&gt;
| style=&amp;quot;&amp;quot; | It's a grenade. Pull the pin and throw before it blows up in your hand. Alternatively, pull the pin and find an enemy to hug. [[scavenger|Scavs]], as with most weapons, cannot use these.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Sgrenade.png]]&amp;lt;h3&amp;gt;Smoke grenade&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Grenade&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A grenade containing smoke instead of dangerous explosives. Good for covering advances and cutting off the sight of entrenched gunners.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Club.png]]&amp;lt;h3&amp;gt;Trench Club&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Melee Weapon&lt;br /&gt;
| style=&amp;quot;&amp;quot; | &amp;quot;''If there were two guys in mid and one of them killed the other with a trench club would that be fucked up or what?''&amp;quot; Found in your base. &amp;lt;!-- thanks for the quote smashy scotsman --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Knife.png]]&amp;lt;h3&amp;gt;Knife&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Melee Weapon&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Found in your boot. Can be used to open cans, rats, barbed wire and the enemy's legs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Roles]]&lt;br /&gt;
* [[Cooking Guide]]&lt;br /&gt;
* [[Trenches]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Weapons&amp;diff=521</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Weapons&amp;diff=521"/>
		<updated>2021-02-21T02:55:36Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Oldfare Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are quite a few guns in Warfare, with different ones spread out between oldfare, and coldfare. Hopefully this chart should give you a better idea of what something is before you pick it up. &lt;br /&gt;
&lt;br /&gt;
Different classes start with different proficiencies in each type of weapon, making it so that your standard soldier isn't as good with an LMG as the sentry is, etc. Right click on your health indicator to see your skills. &lt;br /&gt;
&lt;br /&gt;
==Oldfare Equipment==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 80%; height: 15em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background: #bbb; color: #700; &amp;quot; | '''Equipment'''&lt;br /&gt;
! style=&amp;quot;width: 20%; background: #bbb; color: #700; &amp;quot; | '''Type'''&lt;br /&gt;
! style=&amp;quot;width: 60%; background: #bbb; color: #700; &amp;quot; class=&amp;quot;unsortable&amp;quot; | '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Lmg.png]]&amp;lt;h3&amp;gt;LMG Harbinger&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | LMG&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Exclusive to Sentries, 50 rounds, high damage, used for suppressing targets or killing exposed ones, anyone whos not a sentry will have great difficulty wielding and aiming it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Flamer.png]]&amp;lt;h3&amp;gt;Scorcher&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Flamethrower&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Exclusive to [[Flame_Trooper|flame troopers]]. It's a flamethrower. It throws fire. Works best as a deterrent to get people out of trenches, rather than being used for a direct attack.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Sniper.png]]&amp;lt;h3&amp;gt;PTSD 41&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Bolt-action rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | An aptly titled single-shot sniper rifle, equipped with a scope for spying on the enemy and spotting your targets. Shots can penetrate one object, such as a dirt mound, metal barricade, wall or even soldier, allowing you to score 2 kills with one bullet if you see two people lined up outside of cover. Anyone who isn't a [[sniper]] will have difficulty aiming it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Soldier.png]]&amp;lt;h3&amp;gt;MK. 1 Stormrider&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Bolt-action rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | The Stormrider is your standard grunt's rifle, complete with a magic 5+1 capacity and less moving parts than fingers on a soldier's hand. Getting a hit on your enemy's chest is likely to take them out of the fight, if it doesn't immediately kill them. Almost anyone is good with this.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Snapper.png]]&amp;lt;h3&amp;gt;Mk. 1 Snapper&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Lever-action rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Functionally identical to the Stormrider and occasionally spawns in place of it. Perfect for playing games of Cowboys vs. Capitalists.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Warmonger.png]]&amp;lt;h3&amp;gt;Mk.1 Warmonger&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Semi-automatic rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A 20 round magazine fed rifle, prone to jamming if not maintained well, it is typically issued to [[Medic|medics]]. Despite it lacking the damage of the infantry rifles, it manages to lend itself well to trench rushers, acting as a harder hitting but smaller capacity Soulburn. &amp;lt;!-- add in who this spawns with --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Frontier.png]]&amp;lt;h3&amp;gt;WTX Frontier Special &amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Pump-action shotgun&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A tube fed pump-action trenchgun with a classic 5+1 capacity. Buckshot is extremely annoying and time consuming for medics to deal with due to the many pellets and many will simply not bother, which makes it an effective tool to keep soldiers out of your trenches and out of the way of their medics. [[Engineer|Engineers]] are likely to spawn with this and are more skilled with it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Doom.png]]&amp;lt;h3&amp;gt;MS Doom&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Break-action shotgun&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A good ol' fashioned double barrelled, for when you want to spill some Blood. Other than looking cool and having no skill requirement to use effectively, there isn't much reason to order this from [[Cargo]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Engineer.png]]&amp;lt;h3&amp;gt;Mk. 1 Soulburn&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | SMG&lt;br /&gt;
| style=&amp;quot;&amp;quot; | An SMG typically issued to [[engineer|engineers]]. Although it may seem to be a weapon exclusively for self defense due to its low damage and high jam rate (when poorly maintained), the Soulburn can be quite effective as an offensive weapon. Its high capacity and high rate of fire, coupled with its high jam rate, make it a risky but effective choice for trench raids.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Cpt.png]]&amp;lt;h3&amp;gt;Captain's Special&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Double-action revolver&lt;br /&gt;
| style=&amp;quot;&amp;quot; | The weapon of 'choice' for the [[Captain]] and [[Practitioner|practitioners]]. Holds six rounds and does its job as an emergency defense weapon for non-combat roles. &amp;lt;!-- check if still spawns with pracs --&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Reckoning.png]]&amp;lt;h3&amp;gt;Mk.1 Reckoning&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Semi-automatic pistol&lt;br /&gt;
| style=&amp;quot;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #bbb; color: red;&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot; | &amp;lt;p style=&amp;quot;color:#700; font-weight:bold&amp;quot;&amp;gt;Ordinance &amp;amp; Melee&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Mortar.png]]&amp;lt;h3&amp;gt;HE Trench Ender&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Mortar&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Use it in your hand to set it up, then click on it with your shell to load the shell. Look off into the distance, and click on where you want to launch your mortar. It's probably not going to land exactly where you click, so keep that in mind.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Fgrenade.png]]&amp;lt;h3&amp;gt;Frag Grenade&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Grenade&lt;br /&gt;
| style=&amp;quot;&amp;quot; | It's a grenade. Pull the pin and throw before it blows up in your hand. Alternatively, pull the pin and find an enemy to hug. [[scavenger|Scavs]], as with most weapons, cannot use these.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Sgrenade.png]]&amp;lt;h3&amp;gt;Smoke grenade&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Grenade&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A grenade containing smoke instead of dangerous explosives. Good for covering advances and cutting off the sight of entrenched gunners.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Club.png]]&amp;lt;h3&amp;gt;Trench Club&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Melee Weapon&lt;br /&gt;
| style=&amp;quot;&amp;quot; | &amp;quot;''If there were two guys in mid and one of them killed the other with a trench club would that be fucked up or what?''&amp;quot; Found in your base. &amp;lt;!-- thanks for the quote smashy scotsman --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Knife.png]]&amp;lt;h3&amp;gt;Knife&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Melee Weapon&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Found in your boot. Can be used to open cans, rats, barbed wire and the enemy's legs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Roles]]&lt;br /&gt;
* [[Cooking Guide]]&lt;br /&gt;
* [[Trenches]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Scavenger&amp;diff=519</id>
		<title>Scavenger</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Scavenger&amp;diff=519"/>
		<updated>2020-10-21T21:09:19Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|access = Anywhere you can go.&lt;br /&gt;
|stafftype = SUPPORT ROLE&lt;br /&gt;
|img = Scav.png&lt;br /&gt;
|jobtitle = Scavenger&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Pretty much everyone but especially the [[Captain]]&lt;br /&gt;
|duties = Collect teeth, enemy dog tags and enemy helmets. &lt;br /&gt;
|guides = [[Getting Started]]&lt;br /&gt;
|quote = &amp;quot;I will now smoke a cigarette because muh grimdark&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
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== Stealing Teeth From Private Guy Sitting ==&lt;br /&gt;
'''Welcome to heck, kiddo.'''&lt;br /&gt;
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You're a kid now, not a squid, but just as slippery. &lt;br /&gt;
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'''How 2 be the best little Scav you can be'''&lt;br /&gt;
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The role of a scavenger is to retrieve things like teeth, dog tags, helmets, weapons and ammo from the wounded and dead, enemy or otherwise. When you retrieve teeth, tags or helmets, where do they go? You can turn these in at the cargo computer at the back of your own base. These items generate cargo points which your team and captain can use to buy useful equipment, weapons, roles and even artillery. Remember, you are pretty much the lowest on the totem pole when it comes to chain of command, so if you get ordered to do something, do it! Scavs are pretty much worthless in a fight, they can't hit shit with guns, they are weak as hell and their spaghetti arms can't even toss a grenade, try to avoid combat if possible.&lt;br /&gt;
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'''But how do I get teef?'''&lt;br /&gt;
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Teeth can be collected numerous ways, some more painful than others. The cleanest way to collect teeth is with wirecutters. You can steal a pair of these from the prac's collection of medic belts in the medbay (or you can ask him nicely). First, get the wirecutters in your hand, then target the mouth in the top right of your screen after selecting the head. Then all ya' gotta do is click on your victim and you will begin extracting teeth. This works on alive, dead, wounded, friendly or enemy units. Taking teeth causes a lot of pain and stress for your donor, however, it doesn't do much serious damage. Steal some morphine from the prac and try to persuade some soldiers to donate for the cause before the round starts.&lt;br /&gt;
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You can also collect teeth in messier ways, you can toggle kick, hover over your target and press the middle-mouse button. This will collect teeth faster, but do a bunch more damage to your donor, save this for the enemy. You can also whack the mouth with whatever weapons you can find to extract teeth, again, faster, but will definitely harm them severely. &lt;br /&gt;
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Always be hunting for teeth to turn in, good scavenging can swing a battle! Someone was a little too careless and fell down the steps? Looks like they wanted to donate some teeth to the cause! Just be sure you run away before they can catch you. &lt;br /&gt;
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'''Getting da BIG points'''&lt;br /&gt;
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While teeth are likely to be the most abundant resource you scavenge, enemy tags and helmets are worth more points than teef and should be prioritized in your backpack once the battle has begun. Make sure to sneak up behind the line and pick clean any enemies you find, they won't need the gear anyway. You can strip items by clicking on your target and dragging them to you where you can begin stuffing their helmet, tags and eventually teeth. &lt;br /&gt;
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'''Winning the medal of honor/becoming the human beacon'''&lt;br /&gt;
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While scavs are useless in a direct fight they can assist the battle in ways outside of just gathering. After a while of good scavenging, your team will have enough points for artillery which is devastating and can wipe out tens of enemies in one fell swoop. Only problem is, the Captain needs x,y coordinates to call it in. This is where you and your compass come in. Compass in hand, you can rush the enemy line, sneaking, crawling, bobbing and weaving through bullets until you reach a suitable point. Click on your compass to confirm your coordinates and relay to the captain, you can then either try to haul ass or accept your fate along with the love, adoration and respect of your captain,&lt;br /&gt;
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'''Boy all this scavenging is really stressing me out, man!'''&lt;br /&gt;
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As a scavenger, you will partake in some stressful activities. Luckily, you're nearly 8 now and that means you're old enough to start chain smoking. I highly advise you keep a lit cigarette in your mouth at all times to fight off the shakes. Eating and drinking is also important, don't forget to use the bathroom after. Nothing stresses you out quite like shitting yourself.&lt;br /&gt;
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[[Category: Roles]]&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Sentry&amp;diff=518</id>
		<title>Sentry</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Sentry&amp;diff=518"/>
		<updated>2020-10-21T21:07:55Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
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&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|access = Anywhere you can go.&lt;br /&gt;
|stafftype = FRONTLINE ROLE&lt;br /&gt;
|img_generic = Redhelm.png&lt;br /&gt;
|img = Lmg.png&lt;br /&gt;
|jobtitle = Sentry&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Squad Leader]] and [[Captain]]&lt;br /&gt;
|duties = Kill the men of the opposite color than you, cover your soft fleshy teammates.&lt;br /&gt;
|guides = [[Getting Started]]&lt;br /&gt;
|quote = &amp;quot;MY GUN JAMMED AGAIN! FUCK!&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
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== You And Your Armor ==&lt;br /&gt;
At first glance the sentry is little more than a very big grunt, with a very big gun and some hefty armor, unlike the grunt, you are slow, highly visible, tough as balls and ''on everyone's kill list''&lt;br /&gt;
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The sentry is as the name implies, a mostly defensive/slow advancing role, you are not meant to charge head first into combat, instead, you use cover and teammates to stay alive, while laying down suppressing fire using a machine-gun held together with duct tape.&lt;br /&gt;
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Your primary focus is not taking bullets, while the armor is thick, bullets still hurt, alot, but making sure the enemy cant advance without at least trying to kill you in the process.&lt;br /&gt;
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== Mowing Down Private Guy Sitting ==&lt;br /&gt;
While you charging the enemy head on is a bad idea, its a good idea to force the enemy to charge '''You''' head-on, using your MGs huge mags, fire rate and large caliber to mow down any would-be trench raiders, to accomplish this you should stick with your team and avoid going Rambo.&lt;br /&gt;
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*Engineers can help dig trenches, lay barbed wire, disarm mines and repair your gun, all perfect for digging in and creating choke points, forcing enemies straight into your line of fire.&lt;br /&gt;
*Medics can help patch any wounds and prevent them from getting worse, if not outright cure them, saving you a costly trip back to the Practitioner.&lt;br /&gt;
*Scavs are small, fast and constantly bringing loot back to base, have them bring you ammo and other supplies as needed, pay them with the corpses of people you mowed down.&lt;br /&gt;
*Practitioners will help bring you back to fighting shape when a concentrated push/a sniper manages to wound you mortally, as well as perform the same duties as Medics when needed, a second chance if you will.&lt;br /&gt;
*Snipers can help defend against enemy snipers, spot large pushes moving into your firing line and take care of enemy sentries.&lt;br /&gt;
*Sergeants maintain the larger picture, allowing you to focus on shooting and killing enemies, they`ll handle supplies and fire support, to top it off, they can help maintain your sanity when under stress.&lt;br /&gt;
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You in turn benefit all of them, providing otherwise squishy teammates with what is essentially a mobile pillbox, remember, a lone sentry is a dead sentry, stay together, stay alive!&lt;br /&gt;
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[[Category: Roles]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
		
	</entry>
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