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m (five gamemodes, not four, added gang war to dynamic exclusion on wiki) |
VaelophisNyx (talk | contribs) (Updates the Game Mode page to reflect Vamp/TraitorVamp modes being disabled, and Bloodsucker/TraitorSucker existing.) |
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*When the Emergency Shuttle docks at Central Command. | *When the Emergency Shuttle docks at Central Command. | ||
*If a traitor or a changeling has completed all objectives, they get greentext. | *If a traitor or a changeling has completed all objectives, they get greentext. | ||
===[[File: | |||
===[[File:Bloodsucker.png]] [[Bloodsuckers]]=== | |||
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:''' | '''Game Ending Conditions:''' | ||
*When the Emergency Shuttle docks at Central Command. | *When the Emergency Shuttle docks at Central Command. | ||
*If a | *If a bloodsucker has completed all objectives, they get greentext. | ||
===[[File:Sword.gif|link=Traitor]][[File:Bloodsucker.png]] [[Bloodsuckers|Traitor+Bloodsuckers]]=== | |||
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:''' | |||
* When the Emergency Shuttle docks at Central Command. | |||
*If a traitor or a bloodsucker has completed all objectives, they get greentext. | |||
===[[File:Assistant geared.png|32px|link=Traitor]][[File:Generic engineer.png|32px|link=Traitor]] [[Traitor#Blood_Brothers|Blood Brothers]]=== | ===[[File:Assistant geared.png|32px|link=Traitor]][[File:Generic engineer.png|32px|link=Traitor]] [[Traitor#Blood_Brothers|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 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]]. | ||
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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. | 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:''' | '''Game Ending Conditions:''' | ||
*When the Emergency Shuttle docks at Central Command. | *When the Emergency Shuttle docks at Central Command. | ||
*If an internal affairs agent has completed all objectives, they get greentext. | *If an internal affairs agent has completed all objectives, they get greentext. | ||
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===[[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 10 runed metal and a cult dagger. | * 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 draw runes by using their cult dagger. | ||
*Cultists acquire items from prepared spells and structures built from runed metal. | *Cultists acquire items from prepared spells and structures built from runed metal. | ||
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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 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 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 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. | *If the nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins. | ||
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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 can survive until the round timer elapses, the AI wins. | ||
*If the AI dies, the crew win. | * If the AI dies, the crew win. | ||
<br /> | <br /> | ||
===[[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 [[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 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. | ||
<br /> | <br /> | ||
===[[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:''' | ||
*If the Emergency Shuttle docks at Central Command without the Wizard completing his objectives, 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, the Wizard wins. | *If the Wizard completes his objectives, the Wizard wins. | ||
<br /> | <br /> | ||
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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 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 Wizard completes his objectives, the Wizard wins. | ||
<br /> | <br /> | ||
===[[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 a Shadowling ascends, the Shadowlings win. | ||
*If all Shadowlings are killed the crew wins. | * If all Shadowlings are killed the crew wins. | ||
*If the station is evacuated the crew wins. | *If the station is evacuated the crew wins.<br /> | ||
<br /> | |||
===[[File:Heretic_forbidden_book.png|link=Heretic]] [[Heretic]]=== | ===[[File:Heretic_forbidden_book.png|link=Heretic]] [[Heretic]]=== | ||
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'''. | 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'''. | ||
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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. | ||
<br /> | <br /> | ||
===[[File:Nt display | ===[[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. | 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. | ||
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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. | 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:''' | ||
*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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*If the Emergency Shuttle leaves with the disk on board, the crew wins a Major Victory. | *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 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 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. | *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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<br /> | <br /> | ||
===[[File:Monkey.png|32px]] Monkey=== | ===[[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. | 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. | ||
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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. | 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:''' | '''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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<br /> | <br /> | ||
===[[File:Meteor.gif|link=Meteor_Guide]] [[Meteor_Guide|Meteor]]=== | === [[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 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:''' | '''Game Ending Conditions:''' | ||
*When the Emergency Shuttle, after the set amount of time has passed, leaves. | *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 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. | *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:''' | ||
*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. | ||
'''Reason For Exclusion:''' | '''Reason For Exclusion:''' | ||
The crew will never win on this gamemode. It creates far too much chaos for it to be considered normally. | The crew will never win on this gamemode. It creates far too much chaos for it to be considered normally. | ||
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==Removed game modes== | ==Removed game modes== | ||
Gamemodes that were once in rotation, but have since been taken out completely. | Gamemodes that were once in rotation, but have since been taken out completely. | ||
===[[File:Abductor.png|link=Abductor]] [[Abductor|Abduction]]=== | |||
===[[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. | |||
'''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. | |||
[[File:Sword.gif|link=Traitor]][[File:Vampire.png|link=Vampire|32x32px]] [[Traitor]][[Vampire|vamp]] | |||
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. | |||
'''Game Ending Conditions:''' | |||
*When the Emergency Shuttle docks at Central Command. | |||
*If a traitorling has completed all objectives, they get greentext. | |||
'''Reason For Exclusion:''' | |||
This gamemode is entirely removed, as both traitors and vampires occur as separate midround events | |||
=== [[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. | 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. | ||
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*If all the objectives have bin completed, the Abductors get greentext. | *If all the objectives have bin completed, the Abductors get greentext. | ||
'''Reason For Exclusion:''' | '''Reason For Exclusion:''' | ||
This gamemode occurs as a | This gamemode occurs as a midround event rather than a gamemode now, because of the low threat. | ||
<br /> | <br /> | ||
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*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:''' | '''Reason for exclusion:''' | ||
This gamemode occurs as a | This gamemode occurs as a midround event rather than a gamemode now. | ||
<br /> | <br /> |
edits