anchor.diff:  		for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
   			if(isturf(L.loc))
   				spawn_locs += L.loc
  -	if(!spawn_locs.len) //If we can't find either, just spawn the revenant at the player's location
  -		spawn_locs += get_turf(selected)
   	if(!spawn_locs.len) //If we can't find THAT, then just give up and cry
   		return FALSE
   	return ..()
   
   /datum/dynamic_ruleset/midround/from_ghosts/revenant/generate_ruleset_body(mob/applicant)
   	var/mob/living/simple_animal/revenant/revvie = new(pick(spawn_locs))
  -	selected.transfer_ckey(revvie, FALSE)
  +	applicant.transfer_ckey(revvie, FALSE)
   	message_admins("[ADMIN_LOOKUPFLW(revvie)] has been made into a revenant by the midround ruleset.")
   	log_game("[key_name(revvie)] was spawned as a revenant by the midround ruleset.")
   	return revvie
  
positive.code: 	requirements = list(101,101,101,90,80,70,60,50,40,30)
  	high_population_requirement = 30
  	var/list/spawn_locs = list()
  
  /datum/dynamic_ruleset/midround/from_ghosts/ninja/execute()
  	if(!spawn_loc)
  
negative.code: 		if(1) // yeah this seems like a baffling anti-pattern but it's actually the best way to do this, shit you not
  			var/mob/living/carbon/human/agent = new_character
  			agent.mind.add_antag_datum(/datum/antagonist/abductor/agent, team)
  			log_game("[key_name(agent)] has been selected as [team.name] abductor agent.")
  		if(2)
  			var/mob/living/carbon/human/scientist = new_character
  			scientist.mind.add_antag_datum(/datum/antagonist/abductor/scientist, team)
  			log_game("[key_name(scientist)] has been selected as [team.name] abductor scientist.")
  
  /datum/dynamic_ruleset/midround/from_ghosts/ninja
  	name = "Space Ninja"
  