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70 bytes removed ,  17:55, 27 November 2020
→‎Traitorling: Can't be both a traitor and a ling
(Adds heretics)
(→‎Traitorling: Can't be both a traitor and a ling)
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'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* When the Emergency Shuttle docks at Central Command.
 
* If a traitor has completed all objectives, they get greentext.
*When the Emergency Shuttle docks at Central Command.
*If a traitor has completed all objectives, they get greentext.


===[[File:Changeling.gif|link=Changeling]] [[Changeling]]===
===[[File:Changeling.gif|link=Changeling]] [[Changeling]]===
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'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* When the Emergency Shuttle docks at Central Command.
 
* If a changeling has completed all objectives, they get greentext.
*When the Emergency Shuttle docks at Central Command.
*If a changeling has completed all objectives, they get greentext.


===[[File:Sword.gif|link=Traitor]][[File:Changeling.gif|link=Changeling]] [[Traitor]][[Changeling|ling]]===
===[[File:Sword.gif|link=Traitor]][[File:Changeling.gif|link=Changeling]] [[Traitor]][[Changeling|ling]]===
It gets worse! The station has been infiltrated by a [[traitor|traitor]] [[changeling|changeling]] hybrid! 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 an [[Syndicate_Items#Uplink|uplink]] and their changeling abilities to accomplish them.
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!


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* When the Emergency Shuttle docks at Central Command.
 
* If a traitorling has completed all objectives, they get greentext.
*When the Emergency Shuttle docks at Central Command.
*If a traitor or a changeling has completed all objectives, they get greentext.


===[[File:Sword.gif|link=Traitor]][[File:Vampire.png|link=Vampire]] [[Traitor]][[Vampire|vamp]]===
===[[File:Sword.gif|link=Traitor]][[File:Vampire.png|link=Vampire]] [[Traitor]][[Vampire|vamp]]===
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'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* When the Emergency Shuttle docks at Central Command.
 
* If a traitorling has completed all objectives, they get greentext.
*When the Emergency Shuttle docks at Central Command.
*If a traitorling has completed all objectives, they get greentext.


===[[File:Assistant geared.png|32px|link=Traitor]][[File:Generic engineer.png|32px|link=Traitor]] [[Traitor|Blood Brothers]]===
===[[File:Assistant geared.png|32px|link=Traitor]][[File:Generic engineer.png|32px|link=Traitor]] [[Traitor|Blood Brothers]]===
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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.
 
* Steal a restricted item.
*Assassinate or maroon a specific crew member.
* Have all their blood brothers group be the only ones on the Emergency Shuttle when it leaves or escape alive together.
*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.


===[[File:Sword.gif|link=Traitor]] [[Double_Agent|Internal Affairs]]===
===[[File:Sword.gif|link=Traitor]] [[Double_Agent|Internal Affairs]]===
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'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* When the Emergency Shuttle docks at Central Command.
 
* If an internal affairs agent has completed all objectives, they get greentext.
*When the Emergency Shuttle docks at Central Command.
*If an internal affairs agent has completed all objectives, they get greentext.


===[[File:Cult.png|link=Cult magic]] [[Cult magic|Blood Cult]]===  
===[[File:Cult.png|link=Cult magic]] [[Cult magic|Blood Cult]]===  
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 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 a 3-use talisman, which can summon an arcane tome.
 
* Cultists draw runes from their own blood, requiring arcane tomes to do so.
*There are no defined "Cult heads" unless one gets chosen, all cultists are equal; each original cultist starts with a 3-use talisman, which can summon an arcane tome.
* 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.
*Cultists draw runes from their own blood, requiring arcane tomes to do so.
* Drawn runes do a number of effects covered in [[cult magic]].
*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.
* 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.
*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 docks at Central Command and the Cult complete their objectives, the Cult wins.
*If the Emergency Shuttle docks at Central Command without the Cult completing their objectives, the crew wins.
* Summoning Nar'Sie will automatically call the shuttle with a 3 minute arrival time.
*If the Emergency Shuttle docks at Central Command and the Cult complete their objectives, the Cult wins.
*Summoning Nar'Sie will automatically call the shuttle with a 3 minute arrival time.


===[[File:Clockwork_slab.gif|40px|link=Clockwork Cult]] [[Clockwork Cult]]===
===[[File:Clockwork_slab.gif|40px|link=Clockwork Cult]] [[Clockwork Cult]]===
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'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* If the Ark is destroyed, the crew wins.
 
* If the Ark does not get destroyed, the Cult wins.
*If the Ark is destroyed, the crew wins.
*If the Ark does not get destroyed, the Cult wins.


===[[File:Nuke.gif|link=Syndicate guide]] [[Syndicate guide|Nuclear Emergency]]===
===[[File:Nuke.gif|link=Syndicate guide]] [[Syndicate guide|Nuclear Emergency]]===
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'''Game Ending Conditions:'''
'''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 Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory.
* If the nuke detonates in the station successfully and the Syndicate Shuttle escapes, the Syndicates win 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 but no Syndicates manage to escape, no-one wins.
*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:Malf_AI.gif|link=Guide_to_malfunction]] [[Guide_to_malfunction|AI Malfunction]]===
===[[File:Malf_AI.gif|link=Guide_to_malfunction]] [[Guide_to_malfunction|AI Malfunction]]===
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'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* If the AI can survive until the round timer elapses, the AI wins.
 
* If the AI dies, the crew win.
*If the AI can survive until the round timer elapses, the AI wins.
*If the AI dies, the crew win.


===[[File:rev.png|link=Revolution]] [[Revolution]]===
===[[File:rev.png|link=Revolution]] [[Revolution]]===
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'''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.
 
* 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.
*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.


===[[File:Gscans.png|link=Gang War]] [[Gang War]]===
===[[File:Gscans.png|link=Gang War]] [[Gang War]]===
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'''Game Ending Conditions:'''
'''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.
*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.


===[[File:Wizhat.PNG|link=Wizard]] [[Wizard]]===
===[[File:Wizhat.PNG|link=Wizard]] [[Wizard]]===
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'''Game Ending Conditions:'''
'''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.
*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.


===[[File:Raginmages.png|link=Wizard]] [[Wizard|Ragin' Mages]]===
===[[File:Raginmages.png|link=Wizard]] [[Wizard|Ragin' Mages]]===
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'''Game Ending Conditions:'''
'''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.
*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.


===[[File:Shadowbeing.png|link=Shadowling]] [[Shadowling]]===
===[[File:Shadowbeing.png|link=Shadowling]] [[Shadowling]]===
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'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* If a Shadowling ascends, the Shadowlings win.
 
* If all Shadowlings are killed the crew wins.
*If a Shadowling ascends, the Shadowlings win.
* If the station is evacuated the crew wins.
*If all Shadowlings are killed the crew wins.
*If the station is evacuated the crew wins.


===[[File:Vampire.png|link=Vampire]] [[Vampire|Vampires]]===
===[[File:Vampire.png|link=Vampire]] [[Vampire|Vampires]]===
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'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* When the Emergency Shuttle docks at Central Command.
 
* If a Vampire has completed all objectives, they get greentext.
*When the Emergency Shuttle docks at Central Command.
*If a Vampire has completed all objectives, they get greentext.


===[[File:Heretic_forbidden_book.png|link=Heretic]] [[Heretic]]===
===[[File:Heretic_forbidden_book.png|link=Heretic]] [[Heretic]]===
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'''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.
*When a heretic completes their sacrifices and ascends.
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'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* When the Emergency Shuttle docks at Central Command.
 
*When the Emergency Shuttle docks at Central Command.


==Other Game Modes==
==Other Game Modes==
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'''Game Ending Conditions:'''
'''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 Emergency Shuttle leaves with the disk on board, the crew wins a Major 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 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 but no Syndicates manage to escape, no-one wins.
*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:'''
'''Reason For Exclusion:'''
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'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
*If the Emergency Shuttle leaves with no living monkeys aboard, the crew wins.
*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.
*If the Emergency Shuttle leaves with any living monkeys aboard, the monkeys win and spread their magic hoodoo monkeyism to Centcom.
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'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
*A devil gaining 12 souls and ascending will automatically call the shuttle with a 3 minute arrival time.
*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.
*When the Emergency Shuttle docks at Central Command.
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The threat level of the dynamic round is hinted by the "status summary" automatically printed by the communication consoles near roundstart:
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
*Peaceful Waypoint: Threat 0 to 19, no antagonists alive
*Core Territory: 0 to 19, with antagonists
*Core Territory: 0 to 19, with antagonists
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'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
*When the Emergency Shuttle docks at Central Command.
*When the Emergency Shuttle docks at Central Command.
*If a hivemind host has completed all objectives, they get greentext.
*If a hivemind host has completed all objectives, they get greentext.
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'''Game Ending Conditions:'''
'''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.
*When the Emergency Shuttle, after the set amount of time has passed, leaves.
* Everyone left behind or dead at the end is considered to have lost.
*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'''
'''Reason For Exclusion'''
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'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
*When the Emergency Shuttle docks at Central Command.
*When the Emergency Shuttle docks at Central Command.
*The team that gained the most points by completing their objectives wins.
*The team that gained the most points by completing their objectives wins.
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'''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 or if the Wizard dies, the Wizard fails.
*If the Wizard completes his objectives and survives on the Emergency Shuttle, the Wizard wins.
*If the Wizard completes his objectives and survives on the Emergency Shuttle, the Wizard wins.
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'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
*The last person alive wins.
*The last person alive wins.


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'''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 traitorling has completed all objectives, they get greentext.
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'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
*If the Abductor Scientist dies, the Abductors lose.
*If the Abductor Scientist dies, the Abductors lose.
*If all the objectives have bin completed, the Abductors get greentext.
*If all the objectives have bin completed, the Abductors get greentext.
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'''Game Ending Conditions:'''
'''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.
*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:'''
'''Reason for exclusion:'''
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'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* When the Emergency Shuttle docks at Central Command.
 
* 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 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:'''
'''Reason for exclusion:'''
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'''Game Ending Conditions:'''
'''Game Ending Conditions:'''
* When the Emergency Shuttle leaves.
 
*When the Emergency Shuttle leaves.


'''Reason For Exclusion:'''
'''Reason For Exclusion:'''
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Never used.
Never used.


[[category:meta]] [[Category:Game Modes]]
[[category:meta]]  
[[Category:Game Modes]]
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