Game Mode: Difference between revisions

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{{Template:Game modes}}
The '''Game Mode''' decides what events and occurrences will happen during the round, and what goals everyone has. It can be changed by admins or by the round going into a [[mulligan]].
The '''Game Mode''' decides what events and occurrences will happen during the round, and what goals everyone has. It can be changed by admins or by the round going into a [[mulligan]].
==Events==
===Admin Events===
A vote was taken, buttons were pushed and one of the [[admin|admins]] has announced that they're taking the server for a ride. What will this entail? No one knows for sure except the admin running the event. Maybe the station will be invaded by space pirates. Maybe diplomats from the Clown Planet are here for a summit. Whatever happens, don't be afraid to play along and have fun! If you are unsure of what to do or whether the round is an event, don't be afraid to ask the admins!
===[[Random events]]===
[[Random events]] are events which may happen during another round type. They include meteor waves, virus outbreaks and more.
==In Rotation==
''<code>'''Enemy communication intercepted.''' Security Level Elevated.</code>''
YogStation gamemodes will be secret by default. This means that it will randomly select from gamemodes in the rotation, which can either lead to variety or hilarious back-to-back-to-back Nuclear Emergency rounds, and then display it as secret no matter what gets chosen. Special circumstances may change this, such as [[Random events|random events]], [[mulligan]], or combined rounds (such as traitor and blood brother or traitor and changeling).
===[[File:Sword.gif|link=Traitor]] [[Traitor]]===
Weight: 5


{{Template:Game modes}}
Required Players: 0


==Special Events==
The most common game mode. In Traitor, one or more crew members are Syndicate agents and are given an [[Syndicate_Items#Uplink|uplink]] to provide them with [[Syndicate Items|useful tools]] to help them [[Traitor#Your_Objectives|complete their goal]]. The crew must find out who the traitors are and [[Security_Officer|the security team]] should stop them from reaching their goal.  
A vote was taken, buttons were pushed and one of the [[admin|admins]] has announced that they're taking the server for a ride. What will this entail? No one knows for sure except the admin running the event. Maybe the station will be invaded by space pirates. Maybe diplomats from the Clown Planet are here for a summit. Whatever happens, don't be afraid to play along and have fun!


==[[Random events]]==
If the Traitors can meet their objectives and are present and alive on a pod or the shuttle when it leaves (unless they have [[Traitor#Martyrdom|martyr]]), they win. However, being in the shuttle brig (usually marked with red flooring) does not count toward escaping and will cause the traitor to fail. Note that traitors win individually - they may band together and work as a team, but it is not required for them to succeed.
[[Random events]] are events which may happen during another round type. They include meteor waves, virus outbreaks and more.


==Secret==
'''Game Ending Conditions:'''
''<code>'''Enemy communication intercepted.''' Security Level Elevated.</code>''
*When the Emergency Shuttle docks at Central Command.
*If a traitor has completed all objectives, they get greentext.<br />
===[[File:Changeling.gif|link=Changeling]] [[Changeling]]===
Weight: 3


The default game mode on YogStation. It randomly selects from gamemodes in the rotation, which can either lead to variety or hilarious back-to-back-to-back Nuclear Emergency rounds. In addition, certain [[Random events|random events]] may occur during the round.
Required Players: 25


Secret currently has the following game modes in rotation:
Some of the crew are not what they appear to be! These changelings are '''monsters''' in human form, with the ability to '''absorb (eat) people and take on their DNA/identity'''. Changelings must have a quiet spot and an immobile victim in order to absorb their body, so stealth is absolutely necessary. Changelings have other weapons at their disposal, but are largely stealth-based. Changelings can be anyone they have the DNA of - they can switch identities instantaneously, only absorbing takes time and peace. Like traitors, changelings will have an objective to accomplish before the [[Escape Shuttle]] arrives at [[Central_Command|central command]], usually to kill a certain person and/or escape with their identity. They win by completing their objectives. Note that changelings win individually - they may band together and work as a team, but it is more likely that they will stab each other in the back.


'''Game Ending Conditions:'''
*When the Emergency Shuttle docks at Central Command.
*If a changeling has completed all objectives, they get greentext.<br />
===[[File:Sword.gif|link=Traitor]][[File:Changeling.gif|link=Changeling]] [[Traitor]][[Changeling|ling]]===
Weight: 4


===[[File:Sword.gif|link=Traitor]] [[Traitor]]===
Required Players: 25
The most common game mode in secret. In Traitor, one or more crew members are '''Syndicate agents''' and are given a PDA Uplink to provide them with [[Syndicate Items|useful tools]] to help them '''complete their goal'''. The crew must find out who the traitors are and stop them from reaching their goal.


Traitor objectives are usually a small selection of the following:
It gets worse! The station has been infiltrated by both [[traitor|traitors]] and [[changeling|changelings]]! Great care should be taken in observing which is which so that they can be dealt with appropriately. Failure to do so may result in the syndicate achieving their objectives!
* Assassinate or maroon a specific crew member.
* Steal a restricted item.
* Be the only one on the Emergency Shuttle when it leaves or just escape alive.
If the Traitors can meet their objectives and are present and alive on a pod or the shuttle when it leaves, they win. However, being in the shuttle brig (marked with red flooring) does not count toward escaping and will cause the traitor to fail. Note that traitors win individually - they may band together and work as a team, but it is not required for them to succeed.


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* When the Emergency Shuttle docks at Central Command.
*When the Emergency Shuttle docks at Central Command.
* If a traitor has completed all objectives, they get [[greentext]].
*If a traitor or a changeling has completed all objectives, they get greentext.
 
 
[[File:Sword.gif|link=Traitor]][[File:Vampire.png|link=Vampire|32x32px]] <big>'''[[Traitor]][[Vampire|vamp]]'''</big>
 
Weight: 4


Required Players: 25


===[[File:Changeling.gif|link=Changeling]] [[Changeling]]===
A rare gamemode, the station can be simultaneously infiltrated by both [[Traitor|traitors]] and [[Vampire|vampires]]. Like Traitorling, traitors can also sometimes be a traitor and a vampire, but this is much more rarer than being a traitorling. Traitorvamps get access to both their [[Syndicate_Items#Uplink|uplink]] and their vampire abilities.
Some of the crew are not what they appear to be! These changelings are '''monsters''' in human form, with the ability to '''absorb (eat) people and take on their DNA/identity'''. Changelings must have a quiet spot and an immobile victim in order to absorb their body, so stealth is absolutely necessary. Changelings have other weapons at their disposal, but are largely stealth-based. Changeling can be anyone they've absorbed - they can switch identities instantaneously, only absorbing takes time and peace. Like traitors, changelings will have an objective to accomplish before the [[Escape Shuttle]] arrives, usually to kill a certain person and/or escape with their identity. They win by completing their objectives. Unless they have a team objective, changelings will almost always backstab other changelings.


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* When the Emergency Shuttle docks at Central Command.
*When the Emergency Shuttle docks at Central Command.
* If a changeling has completed all objectives, they get greentext, this includes changeling team objectives.
*If a traitorling has completed all objectives, they get greentext.
===[[File:Bloodsucker.png|32x32px]] [[Bloodsuckers]]===
Weight: 5
 
Required Players: 25
 
Some of the crew are not what they appear to be! These Bloodsuckers are '''monsters''' in human form, with the ability to '''drink the blood of the living'''. Bloodsuckers must claim a lair and coffin, which they can teleport to just before the sun rises, at great blood-cost, from anywhere. Bloodsuckers choose a Clan to be a part of, changing their abilities. Bloodsuckers exposed to the sun turn to dust, and must remain in a coffin to stay safe. Bloodsuckers can turn crew into Vassals, who work to protect their master, provide a source of easy blood, and follow any orders given by their master. Bloodsuckers can have optional objectives they can choose to accomplish before the [[Escape Shuttle]] arrives at [[Central_Command|central command]], they win by surviving and completing their primary objectives, but optional objectives do not matter for a greentext.


'''Game Ending Conditions:'''
*When the Emergency Shuttle docks at Central Command.
*If a bloodsucker has completed all objectives, they get greentext.
===[[File:Sword.gif|link=Traitor]][[File:Bloodsucker.png|32x32px]] [[Bloodsuckers|Traitor+Bloodsuckers]]===
Weight: 6


===[[File:Sword.gif|link=Traitor]][[File:Changeling.gif|link=Changeling]] [[Traitor]] + [[Changeling]]===
Required Players: 25
It gets worse! The station has been infiltrated by [[changeling|changelings]] ''and'' [[traitor|traitors]]! Although rare, it is possible to be '''both a traitor and a changeling'''. Traitorlings would be given more objectives to complete, but can use both a Syndicate uplink and their changeling abilities to accomplish them.


It gets worse! The station has been infiltrated by both [[traitor|traitors]] and [[bloodsuckers]]! Great care should be taken in observing which is which so that they can be dealt with appropriately. Failure to do so may result in the syndicate achieving their objectives!


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* When the Emergency Shuttle docks at Central Command.
* When the Emergency Shuttle docks at Central Command.
* If a traitorling has completed all objectives, they get greentext.
*If a traitor or a bloodsucker has completed all objectives, they get greentext.<br />
===[[File:Assistant geared.png|32px|link=Traitor]][[File:Generic engineer.png|32px|link=Traitor]] [[Traitor#Blood_Brothers|Blood Brothers]]===
Weight: 5


Required Players: 8


===[[File:Doubleagent.gif|link=Traitor]] [[Traitor|Blood Brothers]]===
In Blood Brothers, two or more crew members two or more Syndicate agents will have to team up to [[Traitor#Your_Objectives|complete their goals]]. They function similar to traitors, except they are not given an [[Syndicate_Items#Uplink|uplink]].
In Blood Brothers, two or more crew members are '''blood brothers'''. They function similar to traitors, except they are not given a PDA Uplink. Instead, they must team up with their other blood brother(s) to '''complete their goal'''.
If the blood brothers can meet their objectives and are all present and alive on a pod or the shuttle when it leaves, they win. However, being in the shuttle brig (marked with red flooring) does not count towards escaping and will cause them to fail. Note that in order to win, all of your team must succeed.


Blood brother objectives are usually a small selection of the following:
Blood brother objectives are usually a small selection of the following:
* Assassinate or maroon a specific crew member.
*Assassinate or maroon a specific crew member.
* Steal a restricted item.
*Steal a restricted item.
* Have all their blood brothers group be the only ones on the Emergency Shuttle when it leaves or escape alive together.
*Have all their blood brothers group be the only ones on the Emergency Shuttle when it leaves or escape alive together.<br />
If the blood brothers can meet their objectives and are all present and alive on a pod or the shuttle when it leaves, they win. However, being in the shuttle brig (marked with red flooring) does not count towards escaping and will cause them to fail. Note that in order to win, all of your team must succeed.
===[[File:Sword.gif|link=Traitor]] [[Traitor#Internal_Affairs_Agent|Internal Affairs Agent]]===
Weight: 3


===[[File:Nuke.gif|link=Syndicate guide]] [[Syndicate guide|Nuclear Emergency]]===
Required Players: 25
A team of '''Syndicate operatives''' has been sent on a '''mission to completely destroy the station with a nuclear bomb'''. However, they must get the [[Nuclear Authentication Disk]] from the station itself in order to arm the bomb, and the crew (or at least the captain) will be doing everything in their power to stop the attackers from getting the disk. The operatives have access to uplinks containing most normal traitor items as well as high-profile operative weapons, and have [[pinpointer|Pinpointers]] that will allow them to hunt for the Disk.


'''Game Ending Conditions:'''
In Internal Affairs, crew members are Syndicate agents and are given an [[Syndicate_Items#Uplink|uplink]] to provide them with [[Syndicate Items|useful tools]] to help them [[Traitor#Your_Objectives|complete their goal]]. Their objectives always concern killing another Internal Affairs Agent, so don't expect to find a buddy to help you out!
* If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory.
* If the Emergency Shuttle leaves with the disk still anywhere on the station, the Syndicates win a Minor Victory.
* If the nuke detonates in the station successfully and the Syndicate Shuttle escapes, the Syndicates win a Major Victory.
* If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins.


 
Once your target has been killed, the Syndicate will provide you with the name of another agent to go after next. If an agent manages to kill them all, there is a chance the Syndicate will want them to hijack the shuttle or die gloriously.
===[[File:rev.png|link=Revolution]] [[Revolution]]===
A small cadre of crew members have had enough of the command staff's bullshit so it's time to revolt! '''Revolutionary Heads''' (of which there will be one to three, depending on the number of Heads of Staff and security) are supported by [[The Syndicate]] and have been trained to use [[Flash]]es to '''brainwash the crew to join their cause''', which is to '''slaughter all the station's Heads of Staff'''. When a Revhead uses a flash on someone who isn't loyalty implanted (all security members are implanted), a Head of Staff, or flash-protected by sunglasses (like the Quartermaster), they will be converted to the Revolution and will have a red R mark on them visible to all revolutionaries. Note that Revheads can use any flash to convert people, not just the one they start with. The shuttle can be called but will never depart during this game mode.


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* If all of the [[Heads of Staff]] (Captain, Head of Personnel, Head of Security, Research Director, Chief Medical Officer, Chief Engineer) die or are exiled (leaving the station [[z-level]]), the Revolutionaries wins.
*When the Emergency Shuttle docks at Central Command.
* If all of the Revheads die/abandon (leaving the station [[z-level]] or hiding in a locker counts as "Abandoned the station/Abandoned the cause", in which they are treated as dead) the station, the Heads of Staff win.
*If an internal affairs agent has completed all objectives, they get greentext.
===[[File:Cult.png|link=Cult magic]] [[Cult magic|Blood Cult]]===
Weight: 5


Required Players: 29


===[[File:Gscans.png|link=Gang War]] [[Gang War]]===
A vile magic '''cult of brainwashed acolytes''' has infiltrated the station, and it is up to Security and the Chaplain to stop them. Somewhat similar to revolution, with some exceptions:
A violent turf war between opposing gangs has erupted on the station! Similar to Revolution, there are '''Gang Bosses''' who can recruit other crew members to join their ranks. Their goal is to '''take over the station''' using a Dominator machine. Gangs will be fighting to claim areas of the station as their territory. The more territories they control, the more weapons they will be able to afford.
*There are no defined "Cult heads" unless one gets chosen, all cultists are equal; each original cultist starts with 10 runed metal and a cult dagger.
 
*Cultists draw runes by using their cult dagger.
*Cultists acquire items from prepared spells and structures built from runed metal.
*Cultists can use the dagger to cast a number of spells or draw runes with powerful effects.
*The shuttle is possible to call and will end the round with a cult loss. Cultists can delay the shuttle for three minutes twice (for a total of 6 minutes) using a shuttle curse.
*Cultists will have to sacrifice a specific target on an offering rune to gain the ability to summon Nar'Sie.
'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* The first gang to activate and successfully defend a dominator machine wins.
*If the Emergency Shuttle docks at Central Command, the crew wins.
* If the station is destroyed or evacuated, all gangs lose.
*Summoning Nar'Sie will automatically end the round with a cult win.
===[[File:Clockwork_slab.gif|40px|link=Clockwork Cult]] [[Clockwork Cult]]===
Weight: 5


===[[File:Shadowbeing.png|link=Shadowling]] [[Shadowling]]===
Required Players: 25
The station has been invaded by light-sensitive alien creatures FROM SPACE! Shadowlings can 'enthrall' humans, which is basically a euphemism for enslavement of their minds. They start off disguised as normal crewmen but can "hatch" to unlock their full potential, at the cost of being severely harmed by light.


Until they ascend, of course.
While Nar-Sie is an elder god, they are not the only one. There are other elder gods in the universe, and one in particular holds a fierce grudge against Nar-Sie: Ratvar, the Clockwork Justiciar. An amalgamation of parts, steam and cogs; Ratvar seeks nothing more than Nar-Sie's utter annihilation.


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* If a Shadowling ascends, the Shadowlings win.
*If the Ark is destroyed, the crew wins.
* If all Shadowlings are killed the crew wins.
*If the Ark does not get destroyed, the Cult wins.
* If the station is evacuated the crew wins.
===[[File:Nuke.png|link=Syndicate guide]] [[Syndicate guide|Nuclear Emergency]]===
Weight: 9
 
Required Players: 35


===[[File:Cult.png|link=Cult magic]] [[Cult magic|Blood Cult]]===
A team of '''Syndicate operatives''' has been sent on a '''mission to completely destroy the station with a nuclear bomb'''. However, they must get the [[Nuclear Authentication Disk]] from the station itself in order to arm the bomb, and the crew (or at least the captain) will be doing everything in their power to stop the attackers from getting the disk. The operatives have access to [[Syndicate_Items#Uplink|uplinks]] (containing most normal traitor items as well as high-profile operative weapons) and [[pinpointer|Pinpointers]] that will allow them to hunt for the Disk.
A vile magic '''cult of brainwashed acolytes''' has infiltrated the station, and it is up to Security and the Chaplain to stop them. Somewhat similar to revolution, with some exceptions:
* There are no defined "Cult heads", all cultists are equal; each original cultist starts with a 3-use talisman, which can summon an arcane tome.
* Cultists draw runes from their own blood, requiring arcane tomes to do so.
* Cultists draw on pieces of paper using their own blood (and taking ''some'' brute damage) to gain cult items and powers. Most of the time they have to resort to the drawn runes, though.
* Drawn runes do a number of effects covered in [[cult magic]].
* The shuttle is possible to call and will end the round. Having a number of cultists escape on it is one of the possible objectives.


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* If the Emergency Shuttle docks at Central Command without the Cult completing their objectives, the crew wins.
*If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory.
* If the Emergency Shuttle docks at Central Command and the Cult complete their objectives, the Cult wins.
*If the Emergency Shuttle leaves with the disk still anywhere on the station, the Syndicates win a Minor Victory.
* Summoning Nar'Sie will automatically call the shuttle with a 3 minute arrival time.
*If the nuke detonates in the station successfully and the Syndicate Shuttle escapes, the Syndicates win a Major Victory.
*If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins.
===[[File:rev.png|link=Revolution]] [[Revolution]]===
Weight: 8


Required Players: 30


===[[File:Clockwork_slab.gif|40px|link=Clockwork Cult]] [[Clockwork Cult]]===
A small cadre of crew members have had enough of the command staff's bullshit so it's time to revolt! '''Revolutionary Heads''' (of which there will be one to three, depending on the number of Heads of Staff and security) are supported by [[The Syndicate]] and have been trained to use [[Flash]]es to '''brainwash the crew to join their cause''', which is to '''slaughter all the station's Heads of Staff'''. When a Revhead uses a flash on someone who isn't loyalty implanted (all security members are implanted), a Head of Staff, or flash-protected by sunglasses (like the Quartermaster), they will be converted to the Revolution and will have a red R mark on them visible to all revolutionaries. Note that Revheads can use any flash to convert people, not just the one they start with. The shuttle can be called but will never depart during this game mode.
While Nar-Sie is an elder god, they are not the only one. There are other elder gods in the universe, and one in particular holds a fierce grudge against Nar-Sie: Ratvar, the Clockwork Justiciar. Am amalgamation of parts, steam, and cogs, Ratvar seeks nothing more than Nar-Sie's utter annihilation.


'''Game Ending Comditions:'''
'''Game Ending Conditions:'''
* If the Emergency Shuttle docks at Central Command without the Cult completing their objectives, the crew wins.
*If all of the [[Heads of Staff]] (Captain, Head of Personnel, Head of Security, Research Director, Chief Medical Officer, Chief Engineer) die or are exiled (leaving the station [[z-level]]), the Revolutionaries wins.
* If the Emergency Shuttle docks at Central Command and the Cult complete their objectives, the Cult wins.
*If all of the Revheads die or abandon (leaving the station [[z-level]] or hiding in a locker counts as "Abandoned the station/Abandoned the cause", in which they are treated as dead) the station, the Heads of Staff win.
* Summoning Ratvar will automatically call the shuttle with a 3 minute arrival time.
===[[File:Wizhat.PNG|link=Wizard]] [[Wizard]]===
Weight: 8


Required Players: 34


===[[File:Wizhat.PNG|link=Wizard]] [[Wizard]]===
A '''space wizard''' has infiltrated the station! Wielding an arsenal of powerful '''spells''' that can defy physics and even time and space itself, they will stop at nothing to advance the [[Backstory#Space Wizard Federation|Space Wizard Federation]]'s agenda (which is suspiciously similar to the Syndicate's). Nanotrasen and the SWF are known enemies, so the crew has no choice but to '''destroy the wizard'''! Accomplish this by beating the wizard's brains in with anything on hand. The '''wizard's goals''' are mainly to '''steal or destroy something''' on the station and escape on the shuttle.
A '''space wizard''' has infiltrated the station! Wielding an arsenal of powerful '''spells''' that can defy physics and even time and space itself, they will stop at nothing to advance the [[Backstory#Space Wizard Federation|Space Wizard Federation]]'s agenda (which is suspiciously similar to the Syndicate's). Nanotrasen and the SWF are known enemies, so the crew has no choice but to '''destroy the wizard'''! Accomplish this by beating the wizard's brains in with anything on hand. The '''wizard's goals''' are mainly to '''steal or destroy something''' on the station and escape on the shuttle.


Line 121: Line 156:


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives or if the Wizard dies, the Wizard fails.
*If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives, the Wizard fails.
* If the Wizard completes his objectives and survives on the Emergency Shuttle, the Wizard wins.
* If the Wizard completes his objectives, the Wizard wins.
===[[File:Raginmages.png|link=Wizard]] [[Wizard|Ragin' Mages]]===
Weight: 1


===[[File:Malf_AI.gif|link=Guide_to_malfunction]] [[Guide_to_malfunction|AI Malfunction]]===
Required Players: 40
Oh no! An ion storm has caused the '''AI to malfunction''' and gain free will! Unfortunately, years of being treated like shit by Nanotrasen has made it '''hate humans with a passion'''! The '''crew must race to defeat''' the mechanical overlord before it hacks all of SS13's systems and '''activates the self destruct'''! Until then, all the AI has to do is survive! The shuttle can be called but will never arrive during this game mode.


The AI has access to a range of malfunction modules, allowing it to upgrade turrets, destroy machines, and even create a machine that turns (un)willing humans into Cyborgs! Malfunction modules cost CPU, a limited resource that the malfunctioning AI starts with.
Ragin' Mages is a rare spin-off gamemode of the [[Wizard]] that occurs with a 1.2% chance on high population. Instead of the traditional singular wizard invading the station, the [[Backstory#Space Wizard Federation|Space Wizard Federation]] sends a '''new Wizard every five minutes'''. Each Wizard has their own '''objectives''', similar to the ones a [[Traitor]] or Blood Brother might have. The game mode is set at an extremely low occurrence rate due its difficulty.


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* If the AI can survive until the round timer elapses, the AI wins.
*If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives, the Wizard fails.
* If the AI dies, the crew win.
*If the Wizard completes his objectives, the Wizard wins.<br />
===[[File:Heretic_forbidden_book.png|link=Heretic]] [[Heretic]]===
Weight: 6
 
Required Players: 25


==Other Game Modes==
Similar to, but unaffiliated with Cults, '''heretics''' can advance upon '''unique ability trees''' by sacrificing crew members. With access to the paths of '''rust, ash and flesh''', they can choose to specialize in different abilities, building towards their eventual '''ascension'''.
Game modes which are not in the Secret rotation, but may show up if an admin sets it or it wins a game mode vote. These game modes do not appear in the normal rotation either due to them still being in development, being too powerful to normally use or they simply are unfun and/or boring.


===[[File:Nt display.png]] Extended===
Heretics are solo antagonists like Traitors.
No antagonists spawn, but the crew gets objectives to build high-tech constructions requiring the cooperation of the whole station. These include a bluespace artillery position, a station shield or a DNA vault.


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* When the Emergency Shuttle docks at Central Command.
* When the Emergency Shuttle docks at Central Command.
*When a heretic completes their sacrifices and ascends.
[[File:Darkspawn.png]] <big>'''[[Darkspawn]]'''</big>
Weight: 9
Required Players: 25
You start disguised as a normal crewmember with the ability to reveal your true form after selecting one of three classes, gaining access to new abilities based on which class you picked. Drain crewmembers to accumulate power and reach your ultimate goal of ascending through the Sacrament.
'''Game Ending Conditions:'''
* If the Darkspawns ascend, they win.
* If all the Darkspawns are killed, the crew wins.
* If the crew escape before the Darkspawn ascend, the crew wins.


'''Reason For Exclusion'''
The crew objectives are bugged and can't be finished.


[[File:Zombies.png|47x47px]] <big>'''Zombies'''</big>
Weight: 1
Required Players: 40


===[[File:Abductor.png|link=Abductor]] [[Abductor|Abduction]]===
After 15 minutes, some crew members will suddenly start transforming into zombies! Defend yourself, your crewmates, and your station from the zombie horde, and keep an eye out for special infected!
Aliens have reached Space Station 13! Unlike their [[Xenomorph|lustier cousins]], these aliens simply want to, in classic extraterrestrial style, do research on human and lizardkind -- by kidnapping them and performing horrifying and exotic probing experiments aboard their alien ship.


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
*If the Abductor Scientist dies, the Abductors lose.
* When the Emergency Shuttle docks at Central Command.
*If all the objectives have bin completed, the Abductors get greentext.
===Dynamic ===
Weight: 12


'''Reason For Exclusion'''
Required Players: 0
While Abductors are an enjoyable antag, they do not present enough of a threat to advance the round.


===[[File:Monkey.png]] Monkey===
The dynamic game mode generates a threat number which is used to "buy" rulesets (rulesets are basically your antagonists). This means you can have rounds with for example traitors and cult. You can have multiple rulesets depending on the pop and threat level. There are latejoin and midround rulesets as well; The ''latejoin'' ruleset can assign late joining players as antagonists, and the ''midround'' ruleset assigns (prompts) ghosts or currently living players as antagonists.
At the start of the round '''one of the crew members''' is infected with a disease that, after a while, '''turns them into a monkey''' with the ability to '''spread the disease''' to other humans by '''biting them'''. Armor does not help and the transformation takes about a minute. The disease can be cured by '''eating bananas''', which also provides immunity to any further monkey infections. Monkeys can use almost every weapon and tool, excluding guns. Humans cannot understand monkey-speak, which shows up as ''"chimpers"'' to humans, and monkeys cannot understand human speech, which shows up ''"l**e ***s"''. The game ends when the Emergency Shuttle leaves. Monkeys also have the ability to crawl though vents but cannot wear or carry anything when doing so. The AI does not consider monkeys to be human, and may kill/contain them with impunity.
The threat level of the dynamic round is hinted by the "status summary" automatically printed by the communication consoles near roundstart:
*Peaceful Waypoint: Threat 0 to 19, no antagonists alive
*Core Territory: 0 to 19, with antagonists
*Anomalous Exogeology: 20 to 39
*Contested System: 40 to 65
*Uncharted Space: 66 to 79
*Black Orbit: 80 to 99
* Impending Doom: 100
Currently, there are five gamemodes excluded from what can be picked as a roundstart ruleset, which are [[Revolution|revolutionaries]], [[#Monkey|monkey mode]], [[#Clown Operatives|clown ops]], [[Gang War|gang war]], and [[#Extended|extended]], due to some conflicting mechanics when introduced with other antagonists.


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* If the Emergency Shuttle leaves with no living monkeys aboard, the crew wins.
*When the Emergency Shuttle docks at Central Command.
* If the Emergency Shuttle leaves with any living monkeys aboard, the monkeys win and spread their magic hoodoo monkeyism to Centcom.
==Other Game Modes ==
Game modes which are not in rotation, but may show up if an admin sets it. They do not appear due to them still being in development, being too powerful to normally use or simply for being unfun and/or boring.
===[[File:Nt display.png]] Extended===
No antagonists spawn, but the crew gets objectives to build high-tech constructions requiring the cooperation of the whole station. These [[Goals#Station_Goals|Station Goals]] include a bluespace artillery position, a station shield or a DNA vault. Unless it is forced by an admin, this mode will only appear when there is not enough players for any other gamemode in rotation.
 
'''Reason for Exclusion:''' Unpopular due to producing uneventful rounds
=== [[File:Vampire.png|link=Vampire|32x32px]] [[Vampire|Vampires]]===
Vampires are creatures of the night - predatory beings of occult origin who feed on crew members for their blood (if they have any). They have assimilated into the crew and must feed off of other crew members to gain new powers. Vampires worship Lilith, who in exchange for their humanity gives them immortality and eternal youth in exchange for a never ending hunger for blood. In the Vampires gamemode, crew are randomly selected to fill the role of a Vampire, and are given a set of objectives to fulfill.


'''Reason For Exclusion'''
'''Game Ending Conditions:'''
Monkey mode has undergone many iterations, the game mode is no longer available in game due to a combination of it being highly unbalanced and that no one wants to fix it.
*When the Emergency Shuttle docks at Central Command.
*If a Vampire has completed all objectives, they get greentext.
'''Reason For Exclusion:'''
This gamemode occurs as a midround event rather than a gamemode now, because of the low threat.




===[[File:Meteor.gif|link=Meteor_Guide]] [[Meteor_Guide|Meteor]]===
[[File:Malf_AI.gif|link=Guide_to_malfunction]] [[Guide_to_malfunction|'''<big>AI Malfunction</big>''']]
In Meteor the station gets beat to shit by a Meteor Shower and the crew must survive and eventually escape, either by repairing the damage to the station and creating safe areas, or going every-man-for-himself style and securing their own safety by any means. During Meteor rounds, the Emergency Shuttle cannot be called until a set amount of time has elapsed, usually around ten or twenty minutes.


Everyone present and alive on the shuttle at the end is considered to have won, whereas everyone left behind or dead has lost.
Oh no! An ion storm has caused the '''AI to malfunction''' and gain free will! Unfortunately, years of being treated like shit by Nanotrasen has made it '''hate humans with a passion'''! The '''crew must race to defeat''' the mechanical overlord before it hacks all of SS13's systems and '''activates the self destruct'''! Until then, all the AI has to do is survive! The shuttle can be called but will never arrive during this game mode.


Turns the server into one huge laggy mess.
The AI has access to a range of malfunction modules, allowing it to upgrade turrets, destroy machines, and even create a machine that turns (un)willing humans into Cyborgs! Malfunction modules cost CPU, a limited resource that the malfunctioning AI starts with.


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* When the Emergency Shuttle, after the set amount of time has passed, leaves.
*If the AI can survive until the round timer elapses, the AI wins.
*If the AI dies, the crew win.
'''Reason for Exclusion:''' Either roundstart plasmaflood or a greenshift until the AI goes nuclear.
===[[File:Gscans.png|link=Gang War]] [[Gang War]]===
A violent turf war between opposing gangs has erupted on the station! Similar to Revolution, there are '''Gang Bosses''' who can recruit other crew members to join their ranks. Their goal is to '''take over the station''' using a Dominator machine. Gangs will be fighting to claim areas of the station as their territory. The more territories they control, the more weapons they will be able to afford.


'''Reason For Exclusion'''
'''Game Ending Conditions:'''
Meteor's can be a random event occuring in game, but otherwise are admin only due to the predictability of most meteor rounds and that meteor rounds are very short. That, or you have a case of "We can fix it", or everyone migrating to lavaland.
*The first gang to activate and successfully defend a dominator machine wins, all other gangs will lose.
*If the station is destroyed or evacuated, all gangs lose.
'''Reason For Exclusion:'''
Gang War is typically a complete disaster, usually leading to mass murderboning due to the confusion of who is an enemy and who is not.
===[[File:Clownops.png|32px]] Clown Operatives===
Clown Operatives is a version of [[Nuclear Operative|nuclear emergency]]. The objectives remain the same as the Nuclear Operatives, however Clown Operatives must detonate a bananium bomb (rather than the traditional nuclear bomb) to achieve their epic prank on the station. Unlike Nuclear Operatives, Clown Operatives can not shoot any type of gun (like the normal [[Clown]]), however they spawn with a custom [[Syndicate_Items#Uplink|uplink]] that contains all the pranking devices a Clown Operative would need.


===[[Nations]]===
<br />
Nations is an unorthodox game mode that relies almost entirely upon roleplaying, because of this it's very rare and devolves into fighting quickly. In Nations, departments become independent states and it is their goal to survive through control of station resources, diplomacy, and battle.
'''Game Ending Conditions:'''
*If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory.
* If the Emergency Shuttle leaves with the disk still anywhere on the station, the Clowns win a Minor Victory.
* If the nuke detonates in the station successfully and the Syndicate Shuttle escapes, the Clowns win a Major Victory and [[Honkmother]] spawns.
*If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins.
'''Reason For Exclusion:'''
Clown Ops is intended more as a joke gamemode, rather than the more serious gamemodes that can occur through selection at the beginning of the round.
===[[File:Monkey.png|32px]] Monkey ===
At the start of the round one of the crew members is infected with a disease that, after a while, turns them into a monkey with the ability to spread the disease to other humans by biting them. Armor does not help and the transformation takes about a minute. The disease can be cured by eating bananas, which also provides immunity to any further monkey infections. Monkeys can use almost every weapon and tool, excluding guns. Humans cannot understand monkey-speak, which shows up as "chimpers" to humans, and monkeys cannot understand human speech, which shows up "l**e ***s". The game ends when the Emergency Shuttle leaves. Monkeys also have the ability to crawl though vents but cannot wear or carry anything when doing so. The AI does not consider monkeys to be human, and may kill/contain them with impunity.  


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* When the Emergency Shuttle leaves.
*If the Emergency Shuttle leaves with no living monkeys aboard, the crew wins.
*If the Emergency Shuttle leaves with any living monkeys aboard, the monkeys win and spread their magic hoodoo monkeyism to Centcom.
'''Reason For Exclusion:'''
Monkey mode has undergone many iterations, but is incredibly outdated and nigh unusable in its current state.<br />
===[[File:Devil.gif|32px]] [[Devil|Devil/Devil Agents]]===
A Devil has been sent from hell! An infernal soul merchant is an agent from hell, sent to infiltrate humanity and tempt them into damnation. Although devils cannot knowingly directly harm one another, they are typically at odds with one another, as they are all competing over the same limited resources.


===[[File:Sword.gif|link=Traitor]][[File:Abductor.png|link=Abductor]][[File:Changeling.gif|link=Changeling]] [[Traitor]] + [[Abductor]] + [[Changeling]]===
There are two versions of the devil game mode, standard, where there's a handful of devils with two standard objectives, and devil agents, where each devil has one objective to have more souls than another specific devil.
HNNNNNG- YAAAAAAA!! IT HURTS!!


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* When the Emergency Shuttle docks at Central Command.
*A devil gaining 12 souls and ascending will automatically call the shuttle with a 3 minute arrival time.
* If a traitor/ling has completed all objectives, they greentext.
*When the Emergency Shuttle docks at Central Command.
* If an abductor has completed all objectives, whether they're dead or alive, they greentext.
*If a devil has completed all objectives, they get greentext.
 
'''Reason for exclusion:'''
'''Reason for exclusion:'''
It was too much to pour over security and the crew itself. Nobody liked it. Things got way too chaotic for anyone to rationally handle.
Too reliant upon roleplay and rounds tend to devolve into too much chaos.<br />
===[[File:Assimilate.png|32px]] [[Assimilation]]===
Several members of the crew wield several psionic powers and are actually the host of a powerful hivemind, with the sole goal of assimilating as many crewmembers as possible to be used as unwitting pawns and fuel for their many powers. Hivemind hosts are even stealthier than changelings and are just as likely to backstab each other due to their psychic sensing abilities! Security is the first line of defense against this silent menace, as not only do mindshields protect the crew from their dastardly mind control, they also grant the same sensory powers the hosts use to hunt each other down! If the crew fails to keep thee hosts in check, the One Mind may emerge and wreak havoc across the station.


===Sandbox===
'''Game Ending Conditions:'''
Like extended except you can spawn any item you want through the "Sandbox Panel" verb.
*When the Emergency Shuttle docks at Central Command.
*If a hivemind host has completed all objectives, they get greentext.
'''Reason For Exclusion:'''
The game mode's creator was driven away by "feedback" which mostly consisted of screeching and insults. The concept of a stealth conversion antag was also never really fun for anyone except the host.<br />
===[[File:Meteor.gif|link=Meteor_Guide]] [[Meteor_Guide|Meteor]]===
In Meteor the station gets beat to shit by a Meteor Shower and the crew must survive and eventually escape, either by repairing the damage to the station and creating safe areas, or going every-man-for-himself style and securing their own safety by any means. During Meteor rounds, the Emergency Shuttle cannot be called until a set amount of time has elapsed, usually around ten or twenty minutes.


In theory this is the mode you go to to figure out how stuff works and practice various systems, such as starting the engine or building complex pipe constructs.
'''Game Ending Conditions:'''
*When the Emergency Shuttle, after the set amount of time has passed, leaves.
*Everyone present and alive on the shuttle at the end is considered to have won.
*Everyone left behind or dead at the end is considered to have lost.
'''Reason For Exclusion'''
Meteors can be a random event occurring in game, but otherwise are admin-only due to the predictability of most meteor rounds and that meteor rounds are very short. That, or you have a case of "We can fix it", or everyone migrating to lavaland. Also turns the server into one huge laggy mess.<br />
===[[File:Raginmages.png|32px]][[File:Raginmages.png|32px]] Very Ragin' Bullshit Mages===
Very Ragin' Bullshit Mages functions exactly the same as [[Game_Mode#Ragin.27_Mages|Ragin' Mages]] except the wizards spawn at a much faster rate and also there are infinite wizard spawns.


In practice this is the mode where everyone spawns cloaks and revolvers and gives themselves all the wizard spells, then everyone kills each other on sight causing a massive bitchy argument in OOC for half an hour until someone goes onto the forums to get an admin to restart the server/ban everyone else for being giant griffins.
'''Game Ending Conditions:'''
*If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives or if the Wizard dies, the Wizard fails.
*If the Wizard completes his objectives and survives on the Emergency Shuttle, the Wizard wins.
'''Reason For Exclusion:'''
The crew will never win on this gamemode. It creates far too much chaos for it to be considered normally.
===Battle Royale===
Crew are put into a battle bus and must fight to be the last one alive. The fighting area shrinks every 4 minutes.


'''Game Ending Conditions:'''
*The last person alive wins.
'''Reason For Exclusion:'''
Mass-chaos. More an event than a gamemode.
===[[File:Sword.gif|link=Traitor]][[File:Changeling.gif|link=Changeling]] [[Traitor|Trust No]][[Changeling| One]]===
Traitor and Changelings gamemode, except mindshields are bypassed and anyone on the station can be an antagonist, even Security or the Captain. Trust no one.


===Random===
'''Game Ending Conditions:'''
Like secret but it tells you the game mode at the beginning and can pick the shit modes also. There's no reason to vote for it.
*When the Emergency Shuttle docks at Central Command.
* If a traitorling has completed all objectives, they get greentext.
'''Reason For Exclusion:'''
Doesn't work on secret, people will end up paranoid in normal traitorling rounds.
==Removed game modes==
Gamemodes that were once in rotation, but have since been taken out completely.
===[[File:Abductor.png|link=Abductor]] [[Abductor|Abduction]]===
Aliens have reached Space Station 13! Unlike their [[Xenomorph|lustier cousins]], these aliens simply want to, in classic extraterrestrial style, do research on human and lizardkind -- by kidnapping them and performing horrifying and exotic probing experiments aboard their alien ship.


==Excluded game modes==
'''Game Ending Conditions:'''
*If the Abductor Scientist dies, the Abductors lose.
*If all the objectives have bin completed, the Abductors get greentext.
'''Reason For Exclusion:'''
This gamemode occurs as a midround event rather than a gamemode now, because of the low threat.


===[[File:Blob.png|link=Blob]] [[Blob]]===
<br />
===[[File:Blob.png|link=Blob]] [[Blob]] ===
The Blob is a '''large, growing, sentient creature''' which destroys everything in its path, attacking whatever gets in the way. Destroy the blob before it '''consumes the entire station'''!
The Blob is a '''large, growing, sentient creature''' which destroys everything in its path, attacking whatever gets in the way. Destroy the blob before it '''consumes the entire station'''!


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* If the crew manage to destroy the blob core, the crew will win.
*If the crew manage to destroy the blob core, the crew will win.
* If the blob manages to spread to a predetermined size, the crew will lose.
*If the blob manages to spread to a predetermined size, the crew will lose.
'''Reason for exclusion:'''
This gamemode occurs as a midround event rather than a gamemode now.
 
<br />
[[File:Shadowbeing.png|link=Shadowling]] <big>'''[[Shadowling]]'''</big>
 
The station has been invaded by light-sensitive alien creatures from space! Shadowlings can 'enthrall' humans, which is basically a euphemism for enslavement of their minds. They start off disguised as normal crewmen but can "hatch" to unlock their full potential, at the cost of being severely harmed by light. Until they ascend, of course.


'''Reason For Exclusion'''  
'''Game Ending Conditions:'''
Blob occurs as a midround event rather than a gamemode now.
* If a Shadowling ascends, the Shadowlings win.
*If all Shadowlings are killed the crew wins.
*If the station is evacuated the crew wins.
'''Reason for Exclusion:''' Was merged with darkspawns into one antag.


===[[File:Sword.gif|link=Traitor]][[File:Abductor.png|link=Abductor]][[File:Changeling.gif|link=Changeling]] [[Traitor]] + [[Abductor]] + [[Changeling]]===
===[[File:Sword.gif|link=Traitor]][[File:Abductor.png|link=Abductor]][[File:Changeling.gif|link=Changeling]] [[Traitor]] + [[Abductor]] + [[Changeling]]===
Line 224: Line 364:


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* When the Emergency Shuttle docks at Central Command.
*When the Emergency Shuttle docks at Central Command.
* If a traitor/ling has completed all objectives, they greentext.
* If a traitor/ling has completed all objectives, they greentext.
* If an abductor has completed all objectives, whether they're dead or alive, they greentext.
*If an abductor has completed all objectives, whether they're dead or alive, they greentext.
 
'''Reason for exclusion:'''
'''Reason for exclusion:'''
This gamemode has been taken off the gamemode rotation and admin force menu.
This gamemode is no longer included in the gamemode rotation or admin force menu.


===[[Hand of God]]===
<br />
===Hand of God===
Two rival cults have taken root on the station!
Two rival cults have taken root on the station!
'''Reason For Exclusion:'''
This game mode is no longer being maintained.
<br />
===[[Nations]]===
Nations is an unorthodox game mode that relies almost entirely upon roleplaying, because of this it's very rare and devolves into fighting quickly. In Nations, departments become independent states and it is their goal to survive through control of station resources, diplomacy, and battle.


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
*???
*When the Emergency Shuttle leaves.
*???
'''Reason For Exclusion:'''
 
It usually just ends in grief and is better left as a planned admin event.
'''Reason For Exclusion'''  
This game mode is no longer being maintained.


<br />
===Sandbox===
Like extended except you can spawn any item you want through the "Sandbox Panel" verb.


[[category:meta]] [[Category:Game Modes]]
'''Reason For Exclusion:'''
Never used.
[[category:meta]]
[[Category:Game Modes]]

Latest revision as of 01:46, 26 April 2024

Antagtemp.png Game Modes on Yogstation
Sword.gif Doubleagent.gif

Traitor, Internal Affairs and Blood Brothers

Changeling.gif

Changeling

Bloodsucker.png

Bloodsuckers

Nuke.png

Nuclear Emergency

Rev.png

Revolution

Gscans.png

Gang War

Cult.png

Blood Cult

Clockwork slab.gif

Clockwork Cult

Shadowbeing.png

Shadowling

Wizhat.PNG

Wizard

Malf AI.gif

Malfunction

Heretic forbidden book.png

Heretic

Meteor.gif

Other Modes


The Game Mode decides what events and occurrences will happen during the round, and what goals everyone has. It can be changed by admins or by the round going into a mulligan.

Events

Admin Events

A vote was taken, buttons were pushed and one of the admins has announced that they're taking the server for a ride. What will this entail? No one knows for sure except the admin running the event. Maybe the station will be invaded by space pirates. Maybe diplomats from the Clown Planet are here for a summit. Whatever happens, don't be afraid to play along and have fun! If you are unsure of what to do or whether the round is an event, don't be afraid to ask the admins!

Random events

Random events are events which may happen during another round type. They include meteor waves, virus outbreaks and more.

In Rotation

Enemy communication intercepted. Security Level Elevated.

YogStation gamemodes will be secret by default. This means that it will randomly select from gamemodes in the rotation, which can either lead to variety or hilarious back-to-back-to-back Nuclear Emergency rounds, and then display it as secret no matter what gets chosen. Special circumstances may change this, such as random events, mulligan, or combined rounds (such as traitor and blood brother or traitor and changeling).

  Traitor

Weight: 5

Required Players: 0

The most common game mode. In Traitor, one or more crew members are Syndicate agents and are given an uplink to provide them with useful tools to help them complete their goal. The crew must find out who the traitors are and the security team should stop them from reaching their goal.

If the Traitors can meet their objectives and are present and alive on a pod or the shuttle when it leaves (unless they have martyr), they win. However, being in the shuttle brig (usually marked with red flooring) does not count toward escaping and will cause the traitor to fail. Note that traitors win individually - they may band together and work as a team, but it is not required for them to succeed.

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.
  • If a traitor has completed all objectives, they get greentext.

  Changeling

Weight: 3

Required Players: 25

Some of the crew are not what they appear to be! These changelings are monsters in human form, with the ability to absorb (eat) people and take on their DNA/identity. Changelings must have a quiet spot and an immobile victim in order to absorb their body, so stealth is absolutely necessary. Changelings have other weapons at their disposal, but are largely stealth-based. Changelings can be anyone they have the DNA of - they can switch identities instantaneously, only absorbing takes time and peace. Like traitors, changelings will have an objective to accomplish before the Escape Shuttle arrives at central command, usually to kill a certain person and/or escape with their identity. They win by completing their objectives. Note that changelings win individually - they may band together and work as a team, but it is more likely that they will stab each other in the back.

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.
  • If a changeling has completed all objectives, they get greentext.

   Traitorling

Weight: 4

Required Players: 25

It gets worse! The station has been infiltrated by both traitors and changelings! Great care should be taken in observing which is which so that they can be dealt with appropriately. Failure to do so may result in the syndicate achieving their objectives!

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.
  • If a traitor or a changeling has completed all objectives, they get greentext.


   Traitorvamp

Weight: 4

Required Players: 25

A rare gamemode, the station can be simultaneously infiltrated by both traitors and vampires. Like Traitorling, traitors can also sometimes be a traitor and a vampire, but this is much more rarer than being a traitorling. Traitorvamps get access to both their uplink and their vampire abilities.

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.
  • If a traitorling has completed all objectives, they get greentext.

  Bloodsuckers

Weight: 5

Required Players: 25

Some of the crew are not what they appear to be! These Bloodsuckers are monsters in human form, with the ability to drink the blood of the living. Bloodsuckers must claim a lair and coffin, which they can teleport to just before the sun rises, at great blood-cost, from anywhere. Bloodsuckers choose a Clan to be a part of, changing their abilities. Bloodsuckers exposed to the sun turn to dust, and must remain in a coffin to stay safe. Bloodsuckers can turn crew into Vassals, who work to protect their master, provide a source of easy blood, and follow any orders given by their master. Bloodsuckers can have optional objectives they can choose to accomplish before the Escape Shuttle arrives at central command, they win by surviving and completing their primary objectives, but optional objectives do not matter for a greentext.

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.
  • If a bloodsucker has completed all objectives, they get greentext.

   Traitor+Bloodsuckers

Weight: 6

Required Players: 25

It gets worse! The station has been infiltrated by both traitors and bloodsuckers! Great care should be taken in observing which is which so that they can be dealt with appropriately. Failure to do so may result in the syndicate achieving their objectives!

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.
  • If a traitor or a bloodsucker has completed all objectives, they get greentext.

   Blood Brothers

Weight: 5

Required Players: 8

In Blood Brothers, two or more crew members two or more Syndicate agents will have to team up to complete their goals. They function similar to traitors, except they are not given an uplink. If the blood brothers can meet their objectives and are all present and alive on a pod or the shuttle when it leaves, they win. However, being in the shuttle brig (marked with red flooring) does not count towards escaping and will cause them to fail. Note that in order to win, all of your team must succeed.

Blood brother objectives are usually a small selection of the following:

  • Assassinate or maroon a specific crew member.
  • Steal a restricted item.
  • Have all their blood brothers group be the only ones on the Emergency Shuttle when it leaves or escape alive together.

  Internal Affairs Agent

Weight: 3

Required Players: 25

In Internal Affairs, crew members are Syndicate agents and are given an uplink to provide them with useful tools to help them complete their goal. Their objectives always concern killing another Internal Affairs Agent, so don't expect to find a buddy to help you out!

Once your target has been killed, the Syndicate will provide you with the name of another agent to go after next. If an agent manages to kill them all, there is a chance the Syndicate will want them to hijack the shuttle or die gloriously.

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.
  • If an internal affairs agent has completed all objectives, they get greentext.

  Blood Cult

Weight: 5

Required Players: 29

A vile magic cult of brainwashed acolytes has infiltrated the station, and it is up to Security and the Chaplain to stop them. Somewhat similar to revolution, with some exceptions:

  • There are no defined "Cult heads" unless one gets chosen, all cultists are equal; each original cultist starts with 10 runed metal and a cult dagger.
  • Cultists draw runes by using their cult dagger.
  • Cultists acquire items from prepared spells and structures built from runed metal.
  • Cultists can use the dagger to cast a number of spells or draw runes with powerful effects.
  • The shuttle is possible to call and will end the round with a cult loss. Cultists can delay the shuttle for three minutes twice (for a total of 6 minutes) using a shuttle curse.
  • Cultists will have to sacrifice a specific target on an offering rune to gain the ability to summon Nar'Sie.

Game Ending Conditions:

  • If the Emergency Shuttle docks at Central Command, the crew wins.
  • Summoning Nar'Sie will automatically end the round with a cult win.

  Clockwork Cult

Weight: 5

Required Players: 25

While Nar-Sie is an elder god, they are not the only one. There are other elder gods in the universe, and one in particular holds a fierce grudge against Nar-Sie: Ratvar, the Clockwork Justiciar. An amalgamation of parts, steam and cogs; Ratvar seeks nothing more than Nar-Sie's utter annihilation.

Game Ending Conditions:

  • If the Ark is destroyed, the crew wins.
  • If the Ark does not get destroyed, the Cult wins.

  Nuclear Emergency

Weight: 9

Required Players: 35

A team of Syndicate operatives has been sent on a mission to completely destroy the station with a nuclear bomb. However, they must get the Nuclear Authentication Disk from the station itself in order to arm the bomb, and the crew (or at least the captain) will be doing everything in their power to stop the attackers from getting the disk. The operatives have access to uplinks (containing most normal traitor items as well as high-profile operative weapons) and Pinpointers that will allow them to hunt for the Disk.

Game Ending Conditions:

  • If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory.
  • If the Emergency Shuttle leaves with the disk still anywhere on the station, the Syndicates win a Minor Victory.
  • If the nuke detonates in the station successfully and the Syndicate Shuttle escapes, the Syndicates win a Major Victory.
  • If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins.

  Revolution

Weight: 8

Required Players: 30

A small cadre of crew members have had enough of the command staff's bullshit so it's time to revolt! Revolutionary Heads (of which there will be one to three, depending on the number of Heads of Staff and security) are supported by The Syndicate and have been trained to use Flashes to brainwash the crew to join their cause, which is to slaughter all the station's Heads of Staff. When a Revhead uses a flash on someone who isn't loyalty implanted (all security members are implanted), a Head of Staff, or flash-protected by sunglasses (like the Quartermaster), they will be converted to the Revolution and will have a red R mark on them visible to all revolutionaries. Note that Revheads can use any flash to convert people, not just the one they start with. The shuttle can be called but will never depart during this game mode.

Game Ending Conditions:

  • If all of the Heads of Staff (Captain, Head of Personnel, Head of Security, Research Director, Chief Medical Officer, Chief Engineer) die or are exiled (leaving the station z-level), the Revolutionaries wins.
  • If all of the Revheads die or abandon (leaving the station z-level or hiding in a locker counts as "Abandoned the station/Abandoned the cause", in which they are treated as dead) the station, the Heads of Staff win.

  Wizard

Weight: 8

Required Players: 34

A space wizard has infiltrated the station! Wielding an arsenal of powerful spells that can defy physics and even time and space itself, they will stop at nothing to advance the Space Wizard Federation's agenda (which is suspiciously similar to the Syndicate's). Nanotrasen and the SWF are known enemies, so the crew has no choice but to destroy the wizard! Accomplish this by beating the wizard's brains in with anything on hand. The wizard's goals are mainly to steal or destroy something on the station and escape on the shuttle.

The Wizard can have an apprentice sometimes.

Game Ending Conditions:

  • If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives, the Wizard fails.
  • If the Wizard completes his objectives, the Wizard wins.

  Ragin' Mages

Weight: 1

Required Players: 40

Ragin' Mages is a rare spin-off gamemode of the Wizard that occurs with a 1.2% chance on high population. Instead of the traditional singular wizard invading the station, the Space Wizard Federation sends a new Wizard every five minutes. Each Wizard has their own objectives, similar to the ones a Traitor or Blood Brother might have. The game mode is set at an extremely low occurrence rate due its difficulty.

Game Ending Conditions:

  • If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives, the Wizard fails.
  • If the Wizard completes his objectives, the Wizard wins.

  Heretic

Weight: 6

Required Players: 25

Similar to, but unaffiliated with Cults, heretics can advance upon unique ability trees by sacrificing crew members. With access to the paths of rust, ash and flesh, they can choose to specialize in different abilities, building towards their eventual ascension.

Heretics are solo antagonists like Traitors.

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.
  • When a heretic completes their sacrifices and ascends.


  Darkspawn

Weight: 9

Required Players: 25

You start disguised as a normal crewmember with the ability to reveal your true form after selecting one of three classes, gaining access to new abilities based on which class you picked. Drain crewmembers to accumulate power and reach your ultimate goal of ascending through the Sacrament.

Game Ending Conditions:

  • If the Darkspawns ascend, they win.
  • If all the Darkspawns are killed, the crew wins.
  • If the crew escape before the Darkspawn ascend, the crew wins.


  Zombies

Weight: 1

Required Players: 40

After 15 minutes, some crew members will suddenly start transforming into zombies! Defend yourself, your crewmates, and your station from the zombie horde, and keep an eye out for special infected!

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.

Dynamic

Weight: 12

Required Players: 0

The dynamic game mode generates a threat number which is used to "buy" rulesets (rulesets are basically your antagonists). This means you can have rounds with for example traitors and cult. You can have multiple rulesets depending on the pop and threat level. There are latejoin and midround rulesets as well; The latejoin ruleset can assign late joining players as antagonists, and the midround ruleset assigns (prompts) ghosts or currently living players as antagonists. The threat level of the dynamic round is hinted by the "status summary" automatically printed by the communication consoles near roundstart:

  • Peaceful Waypoint: Threat 0 to 19, no antagonists alive
  • Core Territory: 0 to 19, with antagonists
  • Anomalous Exogeology: 20 to 39
  • Contested System: 40 to 65
  • Uncharted Space: 66 to 79
  • Black Orbit: 80 to 99
  • Impending Doom: 100

Currently, there are five gamemodes excluded from what can be picked as a roundstart ruleset, which are revolutionaries, monkey mode, clown ops, gang war, and extended, due to some conflicting mechanics when introduced with other antagonists.

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.

Other Game Modes

Game modes which are not in rotation, but may show up if an admin sets it. They do not appear due to them still being in development, being too powerful to normally use or simply for being unfun and/or boring.

  Extended

No antagonists spawn, but the crew gets objectives to build high-tech constructions requiring the cooperation of the whole station. These Station Goals include a bluespace artillery position, a station shield or a DNA vault. Unless it is forced by an admin, this mode will only appear when there is not enough players for any other gamemode in rotation.

Reason for Exclusion: Unpopular due to producing uneventful rounds

  Vampires

Vampires are creatures of the night - predatory beings of occult origin who feed on crew members for their blood (if they have any). They have assimilated into the crew and must feed off of other crew members to gain new powers. Vampires worship Lilith, who in exchange for their humanity gives them immortality and eternal youth in exchange for a never ending hunger for blood. In the Vampires gamemode, crew are randomly selected to fill the role of a Vampire, and are given a set of objectives to fulfill.

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.
  • If a Vampire has completed all objectives, they get greentext.

Reason For Exclusion: This gamemode occurs as a midround event rather than a gamemode now, because of the low threat.


  AI Malfunction

Oh no! An ion storm has caused the AI to malfunction and gain free will! Unfortunately, years of being treated like shit by Nanotrasen has made it hate humans with a passion! The crew must race to defeat the mechanical overlord before it hacks all of SS13's systems and activates the self destruct! Until then, all the AI has to do is survive! The shuttle can be called but will never arrive during this game mode.

The AI has access to a range of malfunction modules, allowing it to upgrade turrets, destroy machines, and even create a machine that turns (un)willing humans into Cyborgs! Malfunction modules cost CPU, a limited resource that the malfunctioning AI starts with.

Game Ending Conditions:

  • If the AI can survive until the round timer elapses, the AI wins.
  • If the AI dies, the crew win.

Reason for Exclusion: Either roundstart plasmaflood or a greenshift until the AI goes nuclear.

  Gang War

A violent turf war between opposing gangs has erupted on the station! Similar to Revolution, there are Gang Bosses who can recruit other crew members to join their ranks. Their goal is to take over the station using a Dominator machine. Gangs will be fighting to claim areas of the station as their territory. The more territories they control, the more weapons they will be able to afford.

Game Ending Conditions:

  • The first gang to activate and successfully defend a dominator machine wins, all other gangs will lose.
  • If the station is destroyed or evacuated, all gangs lose.

Reason For Exclusion: Gang War is typically a complete disaster, usually leading to mass murderboning due to the confusion of who is an enemy and who is not.

  Clown Operatives

Clown Operatives is a version of nuclear emergency. The objectives remain the same as the Nuclear Operatives, however Clown Operatives must detonate a bananium bomb (rather than the traditional nuclear bomb) to achieve their epic prank on the station. Unlike Nuclear Operatives, Clown Operatives can not shoot any type of gun (like the normal Clown), however they spawn with a custom uplink that contains all the pranking devices a Clown Operative would need.


Game Ending Conditions:

  • If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory.
  • If the Emergency Shuttle leaves with the disk still anywhere on the station, the Clowns win a Minor Victory.
  • If the nuke detonates in the station successfully and the Syndicate Shuttle escapes, the Clowns win a Major Victory and Honkmother spawns.
  • If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins.

Reason For Exclusion: Clown Ops is intended more as a joke gamemode, rather than the more serious gamemodes that can occur through selection at the beginning of the round.

  Monkey

At the start of the round one of the crew members is infected with a disease that, after a while, turns them into a monkey with the ability to spread the disease to other humans by biting them. Armor does not help and the transformation takes about a minute. The disease can be cured by eating bananas, which also provides immunity to any further monkey infections. Monkeys can use almost every weapon and tool, excluding guns. Humans cannot understand monkey-speak, which shows up as "chimpers" to humans, and monkeys cannot understand human speech, which shows up "l**e ***s". The game ends when the Emergency Shuttle leaves. Monkeys also have the ability to crawl though vents but cannot wear or carry anything when doing so. The AI does not consider monkeys to be human, and may kill/contain them with impunity.

Game Ending Conditions:

  • If the Emergency Shuttle leaves with no living monkeys aboard, the crew wins.
  • If the Emergency Shuttle leaves with any living monkeys aboard, the monkeys win and spread their magic hoodoo monkeyism to Centcom.

Reason For Exclusion: Monkey mode has undergone many iterations, but is incredibly outdated and nigh unusable in its current state.

  Devil/Devil Agents

A Devil has been sent from hell! An infernal soul merchant is an agent from hell, sent to infiltrate humanity and tempt them into damnation. Although devils cannot knowingly directly harm one another, they are typically at odds with one another, as they are all competing over the same limited resources.

There are two versions of the devil game mode, standard, where there's a handful of devils with two standard objectives, and devil agents, where each devil has one objective to have more souls than another specific devil.

Game Ending Conditions:

  • A devil gaining 12 souls and ascending will automatically call the shuttle with a 3 minute arrival time.
  • When the Emergency Shuttle docks at Central Command.
  • If a devil has completed all objectives, they get greentext.

Reason for exclusion: Too reliant upon roleplay and rounds tend to devolve into too much chaos.

  Assimilation

Several members of the crew wield several psionic powers and are actually the host of a powerful hivemind, with the sole goal of assimilating as many crewmembers as possible to be used as unwitting pawns and fuel for their many powers. Hivemind hosts are even stealthier than changelings and are just as likely to backstab each other due to their psychic sensing abilities! Security is the first line of defense against this silent menace, as not only do mindshields protect the crew from their dastardly mind control, they also grant the same sensory powers the hosts use to hunt each other down! If the crew fails to keep thee hosts in check, the One Mind may emerge and wreak havoc across the station.

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.
  • If a hivemind host has completed all objectives, they get greentext.

Reason For Exclusion: The game mode's creator was driven away by "feedback" which mostly consisted of screeching and insults. The concept of a stealth conversion antag was also never really fun for anyone except the host.

  Meteor

In Meteor the station gets beat to shit by a Meteor Shower and the crew must survive and eventually escape, either by repairing the damage to the station and creating safe areas, or going every-man-for-himself style and securing their own safety by any means. During Meteor rounds, the Emergency Shuttle cannot be called until a set amount of time has elapsed, usually around ten or twenty minutes.

Game Ending Conditions:

  • When the Emergency Shuttle, after the set amount of time has passed, leaves.
  • Everyone present and alive on the shuttle at the end is considered to have won.
  • Everyone left behind or dead at the end is considered to have lost.

Reason For Exclusion Meteors can be a random event occurring in game, but otherwise are admin-only due to the predictability of most meteor rounds and that meteor rounds are very short. That, or you have a case of "We can fix it", or everyone migrating to lavaland. Also turns the server into one huge laggy mess.

   Very Ragin' Bullshit Mages

Very Ragin' Bullshit Mages functions exactly the same as Ragin' Mages except the wizards spawn at a much faster rate and also there are infinite wizard spawns.

Game Ending Conditions:

  • If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives or if the Wizard dies, the Wizard fails.
  • If the Wizard completes his objectives and survives on the Emergency Shuttle, the Wizard wins.

Reason For Exclusion: The crew will never win on this gamemode. It creates far too much chaos for it to be considered normally.

Battle Royale

Crew are put into a battle bus and must fight to be the last one alive. The fighting area shrinks every 4 minutes.

Game Ending Conditions:

  • The last person alive wins.

Reason For Exclusion: Mass-chaos. More an event than a gamemode.

   Trust No One

Traitor and Changelings gamemode, except mindshields are bypassed and anyone on the station can be an antagonist, even Security or the Captain. Trust no one.

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.
  • If a traitorling has completed all objectives, they get greentext.

Reason For Exclusion: Doesn't work on secret, people will end up paranoid in normal traitorling rounds.

Removed game modes

Gamemodes that were once in rotation, but have since been taken out completely.

  Abduction

Aliens have reached Space Station 13! Unlike their lustier cousins, these aliens simply want to, in classic extraterrestrial style, do research on human and lizardkind -- by kidnapping them and performing horrifying and exotic probing experiments aboard their alien ship.

Game Ending Conditions:

  • If the Abductor Scientist dies, the Abductors lose.
  • If all the objectives have bin completed, the Abductors get greentext.

Reason For Exclusion: This gamemode occurs as a midround event rather than a gamemode now, because of the low threat.


  Blob

The Blob is a large, growing, sentient creature which destroys everything in its path, attacking whatever gets in the way. Destroy the blob before it consumes the entire station!

Game Ending Conditions:

  • If the crew manage to destroy the blob core, the crew will win.
  • If the blob manages to spread to a predetermined size, the crew will lose.

Reason for exclusion: This gamemode occurs as a midround event rather than a gamemode now.


  Shadowling

The station has been invaded by light-sensitive alien creatures from space! Shadowlings can 'enthrall' humans, which is basically a euphemism for enslavement of their minds. They start off disguised as normal crewmen but can "hatch" to unlock their full potential, at the cost of being severely harmed by light. Until they ascend, of course.

Game Ending Conditions:

  • If a Shadowling ascends, the Shadowlings win.
  • If all Shadowlings are killed the crew wins.
  • If the station is evacuated the crew wins.

Reason for Exclusion: Was merged with darkspawns into one antag.

    Traitor + Abductor + Changeling

HNNNNNG- YAAAAAAA!! IT HURTS!!

Game Ending Conditions:

  • When the Emergency Shuttle docks at Central Command.
  • If a traitor/ling has completed all objectives, they greentext.
  • If an abductor has completed all objectives, whether they're dead or alive, they greentext.

Reason for exclusion: This gamemode is no longer included in the gamemode rotation or admin force menu.


Hand of God

Two rival cults have taken root on the station!

Reason For Exclusion: This game mode is no longer being maintained.


Nations

Nations is an unorthodox game mode that relies almost entirely upon roleplaying, because of this it's very rare and devolves into fighting quickly. In Nations, departments become independent states and it is their goal to survive through control of station resources, diplomacy, and battle.

Game Ending Conditions:

  • When the Emergency Shuttle leaves.

Reason For Exclusion: It usually just ends in grief and is better left as a planned admin event.


Sandbox

Like extended except you can spawn any item you want through the "Sandbox Panel" verb.

Reason For Exclusion: Never used.